[Freeciv-Dev] [bug #17937] Sell Obsolete button in Economy report can never be used
Update of bug #17937 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17937 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17937] Sell Obsolete button in Economy report can never be used?
Update of bug #17937 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn Release: 2.2.5,2.3.0-beta3 = 2.2.5,2.3.0-beta4 ___ Additional Item Attachment: File name: trunk-S2_3-economy-sell-redundant.diff Size:18 KB ___ Reply to this item at: http://gna.org/bugs/?17937 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17937] Sell Obsolete button in Economy report can never be used
Update of bug #17937 (project freeciv): Summary: Sell Obsolete button in Economy report can never be used? = Sell Obsolete button in Economy report can never be used ___ Reply to this item at: http://gna.org/bugs/?17937 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17937] Sell Obsolete button in Economy report can never be used?
Follow-up Comment #2, bug #17937 (project freeciv): I'm not sure there is a benefit in having two separate buttons to sell the given type of building. Why not just have a single Sell button that is always effective and is backed up by a Are you sure? type requester? Both buttons are backed up by Do you really wish to sell your %s? The difference is that what Sell Obsolete would do (if you could ever press it) would be to sell only _some_ of your (say) Power Plants, in just those cities where they're not doing any good. FWIW, i frequently want to sell buildings that are otherwise effective and the Sell All doesn't help me. For instance, once Gunpowder is being researched i would like to sell off Barracks and do without for a few turns. Selecting Barracks in the Economy tab and clicking Sell All doesn't seem to accomplish anything in this case? Which version? If 2.3.x, are you running into bug #17936? ___ Reply to this item at: http://gna.org/bugs/?17937 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17937] Sell Obsolete button in Economy report can never be used?
URL: http://gna.org/bugs/?17937 Summary: Sell Obsolete button in Economy report can never be used? Project: Freeciv Submitted by: jtn Submitted on: Wed Mar 23 21:58:02 2011 Category: client Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.5,2.3.0-beta3 Discussion Lock: Any Operating System: Any Planned Release: 2.3.0,2.4.0 ___ Details: The Economy (gold) report in various clients has a Sell Obsolete button, which, if you were ever to press it, would sell all buildings of a given type which are redundant (in the sense clarified by bug #17731), for instance Power Plants in cities with Hydro Plants (sell_all_improvements(_, TRUE, _, _)). Unfortunately, in the clients, sensitivity of this button is gated on improvement_obsolete(), which is different -- it has the narrower meaning of a building obsoleted by a tech (e.g., Barracks after Gunpowder). Since obsolete buildings are always automatically sold as soon as they become obsolete, I don't think this Sell Obsolete button can ever become sensitive. I think the button should be renamed to Sell Redundant (to avoid confusion with the technical meaning of Obsolete). It should probably be sensitive for buildings where at least one is redundant, and bring up a confirmation saying exactly how many it's going to sell. (Also the obsolete checkbox in the Gtk Economy report should be renamed redundant, and probably show Gtk's indeterminate state for buildings some of which are not redundant.) ___ Reply to this item at: http://gna.org/bugs/?17937 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17937] Sell Obsolete button in Economy report can never be used?
Follow-up Comment #1, bug #17937 (project freeciv): I think the button should be renamed to Sell Redundant (to avoid confusion with the technical meaning of Obsolete). I'm not sure there is a benefit in having two separate buttons to sell the given type of building. Why not just have a single Sell button that is always effective and is backed up by a Are you sure? type requester? FWIW, i frequently want to sell buildings that are otherwise effective and the Sell All doesn't help me. For instance, once Gunpowder is being researched i would like to sell off Barracks and do without for a few turns. Selecting Barracks in the Economy tab and clicking Sell All doesn't seem to accomplish anything in this case? ___ Reply to this item at: http://gna.org/bugs/?17937 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev