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Feature #801113


Make an option for unitwaittime to apply to unit activities

Added by Zoltán Žarkov over 5 years ago. Updated over 4 years ago.

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To reduce the advantage of being online at turn change to move engineers to build roads or terraform, there should be a way to have unitwaittime to apply to the completion of the activity. The proposed solution is to have the activity complete in the middle of the next turn when uwt expires.


Actions #7

Updated by Marko Lindqvist almost 5 years ago

  • Sprint/Milestone changed from 3.0.0 to 3.1.0
Actions #8

Updated by Louis Moureaux over 4 years ago

  while((head = unit_wait_list_front(server.unit_waits))
        && head->wake_up < now) {

    punit = game_unit_by_number(head->id);
    if (!punit) {
      /* Unit doesn't exist anymore. */

A unit on UWT being killed will start an infinite loop here. I can make a new patch if there are still plans to merge this.
Actions #9

Updated by Lexxie L over 4 years ago

A more extensive and feature-rich version is being tested (and is working.) It allows optional setting of delayed GOTO (after uwt expiration), alternative optional timing for fortify delays to prevent the (anti-activity-wait-time exploit), and more advanced messaging and updates on actions and units affected, for a much more fluid seamless experience. Therefore this version here should be killed, as it has some other serious issues besides the infinite loop.

Actions #10

Updated by Lexxie L over 4 years ago

to clarify, "kill" is maybe not the right word, but a better implementation is being tested.

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