Follow-up Comment #10, patch #3345 (project freeciv): To prevent cheating clients on multiplayer games server sends units to client only when player is supposed to see them. If your effect is not active at the time server decides whether to send units inside particular city during turn change, units are not sent. Nothing in your patch would cause server to suddenly send the units when effect is activated. I think that appearance of the bug is also subject to the order of in which players and their cities are handled during turn change - ones handled before one that finishes the wonder had no effect activated, ones handled after wonder city had effect active.
This is impossible to fix in general case of any kind of requirement getting fulfilled and effect thus activating. In similar situations we have either made it a rule that effect is checked in turn change only (you could make server to check if the effect is active at turn change and save the result to be used rest of the turn) or making only some requirements (building, tech) to work correctly and just documenting other requirement types unsupported for the effect. In this case I would prefer former as I can see perfectly sane custom rulesets using many different requirement types for this. _______________________________________________________ Reply to this item at: <http://gna.org/patch/?3345> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freecivemail@example.com https://mail.gna.org/listinfo/freeciv-dev