<URL: http://bugs.freeciv.org/Ticket/Display.html?id=39534 >
On 11/08/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I propose that Diplomat/Spy abilities be split up into more flags, > each one handling some special ability - Seeing inside a city, bribing > a unit, poisoning a city, bribing a city, establishing an embassy, > stealing a tech, sabotaging an improvement etc. First step would be making at least current Diplomat & Spy flags independent. Currently you cannot have Spy abilities without Diplomat abilities (and it's even considered *ruleset* error if Spy has no Diplomat flag) > To keep config files manageable and backwards compatible, the > traditional Diplomat & Spy flags can become macros that expand out > to the new subset of Flags, or however the config parser would best > handle this. Ruleset format changes a lot anyway. There's no need to keep it backward compatible in some minor detail. Of course such changes have to be weel documented, so modpack authors know to add additional flags in order for their diplomats to keep all the old capabilities. See http://freeciv.wikia.com/wiki/Units.ruleset (this wiki page will probably move in near future) But you are correct about managability issue. It's not good if in order to get "standard" diplomat abilities you have to write ten different flags to ruleset. - ML _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev