#52 Ship should lose MP's when disarming loaded dragoon


If unloading a cargo from a ship in my colony loses all MP's of the ships, should not also disarming my dragoon (changing him into scout) lose all ship's MP's? I both cases the action took place immediately after the ship (with some remaining MP's) entered the colony.



  • Mike Pope

    Mike Pope - 2012-04-22

    I think you have a point, albeit fairly minor. What would Col1 do?

  • Michael Vehrs

    Michael Vehrs - 2012-04-22

    In the original Colonization, all units aboard a ship disembark as soon as the ship enters the colony.

  • Mike Pope

    Mike Pope - 2012-04-22

    Ugh. Guaranteeing extra work for players who have organized a multi-stage unit transport? What would be nice is being able to select which units would auto-disembark, which could sort of be done by setting a goto target.

    Either way, it looks like we now have a Col1-incompatibility bug.

  • Mike Pope

    Mike Pope - 2012-04-29

    For consistency though, I have fixed the original problem in svn.9790.

  • Mike Pope

    Mike Pope - 2012-05-25
    • labels: 517857 -->
  • Mike Pope

    Mike Pope - 2013-01-16
    • labels: --> Server Gameplay
    • milestone: --> Current
  • sjy68a16a3pu9oy5o0rpzq20lrd5

    Considering that FreeCol handles loading units on ships already quite differently from Col1 (and a lot saner in my opinion), I am not sure if asking WWC1D makes much sense here.
    See PF#54 for details about ships and boarded units.

    Though if you really want to know neither unloading goods nor disarming the boarded/sentried units in a colony costs the ship any movement points.

  • Mike Pope

    Mike Pope - 2015-06-18

    Closing this report. The original problem is fixed, and PF#54 has more detail on the remaining Col1-incompatibility.

  • Mike Pope

    Mike Pope - 2015-06-18
    • status: open --> closed-duplicate
    • Group: Current --> Unspecified

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