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Feature #875954

Action_Success_Actor_Move_Cost cache

Added by Sveinung Kvilhaugsvik about 2 years ago. Updated over 1 year ago.

Status:
Closed
Priority:
Normal
Category:
General
Sprint/Milestone:
Start date:
Due date:
% Done:

0%

Estimated time:

Description

For use with path finding.

Cache if unit type performing action:
  • always will lose all remaining move fragments
  • always will lose all remaining move fragments when moving from non native to native (slow invasion rules)

Related issues

Related to Freeciv - Feature #848684: Retire slow_invasions and BeachLanderClosed

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Related to Freeciv - Feature #848018: Use Action_Success_Actor_Move_Cost for load/unload move fragment reductionNew

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Related to Freeciv - Feature #847256: Unhardcode the "OneAttack" unit type flagClosed

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Blocked by Freeciv - Feature #920268: Effect at least value given universals calculationClosed

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History

#1 Updated by Sveinung Kvilhaugsvik about 2 years ago

#2 Updated by Sveinung Kvilhaugsvik about 2 years ago

  • Related to Feature #848018: Use Action_Success_Actor_Move_Cost for load/unload move fragment reduction added

#3 Updated by Sveinung Kvilhaugsvik about 2 years ago

  • Related to Feature #847256: Unhardcode the "OneAttack" unit type flag added

#4 Updated by Sveinung Kvilhaugsvik over 1 year ago

  • Blocked by Feature #920268: Effect at least value given universals calculation added

#5 Updated by Sveinung Kvilhaugsvik over 1 year ago

  • Category set to General

Even if my current auto games (with action logging via Lua turned on) don't show a desperate need for this I still think it is worth having as more action move cost moves to effects.

#6 Updated by Sveinung Kvilhaugsvik over 1 year ago

#7 Updated by Sveinung Kvilhaugsvik over 1 year ago

  • Status changed from Resolved to Closed

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