Update of bug #17731 (project freeciv): Status: Need Info => Ready For Test Assigned to: None => jtn Operating System: None => Any Planned Release: => 2.3.0,2.4.0 Summary: What makes a building useless/replaced/redundant? => More consistency when deciding a building is useless/replaced/redundant
_______________________________________________________ Follow-up Comment #1: No-one screamed, so I've implemented more or less what I said. Autogame testing suggests that it makes no difference to the AI's behaviour with the default ruleset: * ran a trunk server with this patch to completion (turn 1652, year 3227 CE!) with no errors; * ran a 'control' autogame (no patch) to turn 1020, year 2595 CE (at which point I had to stop it); the savegame at this point was identical. Based on this, I think it's safe, so if no-one objects, I intend to commit it to S2_3 before 2.3.0, so that I can fix bug #17730. (file #12584) _______________________________________________________ Additional Item Attachment: File name: trunk-S2_3-building-redundancy.diff Size:8 KB _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?17731> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev