Current code:
Sectors repair friendly ships.
Sectors repair planes regardless of relations, unless
they are on ships. Even when they are on land units.
Ships kill foreign planes regardless of relations.
This should never happen.
Sectors don't repair foreign land units.
As usual, repair `in the field' is inefficient.
Sector provides raw materials free of charge, unit
owner pays construction cost.
Plea for consistency
I'd like sectors to repair somebody else's units,
provided relations are still good enough to permit the
units to enter the sector. In other words: I suggest
sectors repair friendly ships, allied planes and allied
land units. Alternatively, require allied for any repairs.
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See also bug#757081.
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We should be able to toggle repair policy the way we like.
I see multiple otpions.
repair all <minimum relation>
ex: repair all neutral to repair all units of all neutral, friendly
or allied countries.
repair <country number>
=> to repair all units of a specific country (at least neutral
attitude needed)
repair ship|land|plane <unit number(s)>
=> for special use, to repair a specific unit (at least neutral
attitude needed). this command is automatically removed
after the next update (like the stop command).
to remove the repair toggle:
repair all disable
repair <country number> disable
to check the status:
either use "repair show" to display all info or split it in multiple
commands like:
repair all show
repair <country number> show
repair ship|land|plane show
Default would be "repair all ally".
The relation should be checked when passing the command
AND when repairing the unit (i.e. at the update).
One things to ponder:
repair of units that are more advanced (in tech).
This should be included in the rethinking of the market (it
must be useful to be able to buy units on the market).
Do you see any holes ?
Tom.
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The code has been modified so that a plane must be a allied ship or allied sector before it can be reapired.
The code has been modified so it does not destroy planes not owned.