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

Reply via email to