Follow-up Comment #6, bug #21932 (project freeciv):
> Am trying to upload the test game a second time.
And now I understand why tech loss makes a difference to movement -- this is
civ2civ3[*], where Nuclear units have a base move_rate of 0, and get their
movement from tech-driven Move_Bonus effects.
[*] The version I have installed is "Updated 2013-12-01"
However, that still ought only to affect restoring move points at the end of
the turn (unit_restore_movepoints()).
However^2, I wouldn't be surprised if pathfinding / goto / whatever has some
assumption where it takes the current move rate rather than moves_left -- I've
certainly seen that before. That's probably separate bug(s).
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