[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras
Update of bug #21898 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21898 ___ 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 #21898] City destruction and AlwaysOnCityCenter extras
Update of bug #21898 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #7: Indeed, the client is not updated if there are units with vision of the site after the city is gone: my testing involved using Diplomats to preserve vision, and building Settlers to destroy the city. Disconnecting the client and reconnecting updates apprpriately, but there should probably be some vision update happening in remove_city(). I looked about a bit, but couldn't figure out the right call, so am leaving this in an unfortunate state for now (not a regression from prior behaviour, but not ideal). (file #20752) ___ Additional Item Attachment: File name: remove-unsuitable-roads-bases.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?21898 ___ 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 #21898] City destruction and AlwaysOnCityCenter extras
Follow-up Comment #6, bug #21898 (project freeciv): At least server side works here... I'm not sure if client side would be updated if there would be unit with vision of the site after the city has gone. In my test I lost the vision completely with the city, and thus I found out about loss of road only when I took new unit to re-examine the area. ___ Reply to this item at: http://gna.org/bugs/?21898 ___ 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 #21898] City destruction and AlwaysOnCityCenter extras
Update of bug #21898 (project freeciv): Status:None = In Progress ___ Follow-up Comment #5: Unfortunately, the associated theoretical S2_5 patch didn't actually work in practice (at least for civ1 ruleset, adding a negated requirement for Terrain, Mountains, Local to Road), either in the editor or on disband from Settler building. Returning to the trunk patch again, with the same test condition (excepting replacing negated with present semantics, and moving the reqs from the road to the extra), it also fails the test. ___ Reply to this item at: http://gna.org/bugs/?21898 ___ 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 #21898] City destruction and AlwaysOnCityCenter extras
Update of bug #21898 (project freeciv): Category:None = general ___ Follow-up Comment #4: would the attached patch accomplish that That's exactly the patch I were about to write. ;-) S2_5 patch will need to handle both bases and roads (separately). ___ Reply to this item at: http://gna.org/bugs/?21898 ___ 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 #21898] City destruction and AlwaysOnCityCenter extras
Update of bug #21898 (project freeciv): Assigned to:None = persia ___ Reply to this item at: http://gna.org/bugs/?21898 ___ 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 #21898] City destruction and AlwaysOnCityCenter extras
Follow-up Comment #2, bug #21898 (project freeciv): build a road over a river before one has Bridge Building is a bit of a rules hack, and probably ought be disallowed. In a way yes, but - It has always been allowed (civ/2, freeciv 2.5) - Handling generic case of player wouldn't be able to build this road now would be very difficult, and what would be the correct rule? - While the last owner of the city is not currently able to build bridges, (s)he may have been earlier (tech loss), or maybe some previous owner of the city (maybe the founder) was. - Existing bridges on other tiles are not removed when tech loss occurs or terrain gets conquered by someone who does not know Bridge Building So I would go by freeciv 2.5 model that no player specific requirement would be considered, but only the tile's ability to have road/extra would affect if road/extra gets removed. ___ Reply to this item at: http://gna.org/bugs/?21898 ___ 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 #21898] City destruction and AlwaysOnCityCenter extras
Follow-up Comment #3, bug #21898 (project freeciv): As an example, do you mean that if a ruleset prohibits Railroad on Mountains, Railroad is AlwaysOnCityCenter, and cities are allowed on Mountains, the Railroad is removed when the city is destroyed if the city is on Mountains, but not if it is on Plains (which otherwise permit Railroad in the ruleset)? If so, I agree entirely. I'm still catching up on the extras code, but would the attached patch accomplish that, or should it also consider whether the extra was AutoOnCityCenter in the first place? (file #20500) ___ Additional Item Attachment: File name: remove-unsuitable-extras.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?21898 ___ 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 #21898] City destruction and AlwaysOnCityCenter extras
URL: http://gna.org/bugs/?21898 Summary: City destruction and AlwaysOnCityCenter extras Project: Freeciv Submitted by: cazfi Submitted on: Mon 07 Apr 2014 11:23:31 PM EEST Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.5.0, 2.6.0 ___ Details: Before AlwaysOnCityCenter roads/bases/extras were added, patch #3154 removed at that point obsolete code to remove unsuitable roads from the city center tile when city got destroyed. Do roads/bases/extras existing in tile only because it's city center get removed when city gets removed? Needs confirming. ___ Reply to this item at: http://gna.org/bugs/?21898 ___ 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 #21898] City destruction and AlwaysOnCityCenter extras
Follow-up Comment #1, bug #21898 (project freeciv): If anything is removed, only infrastructure that could not exist on that tile if it were not a city (so can't exist once the city is no longer active) should be removed. This matches ancient behaviour. In terms of narrative, it makes sense that the old roads in the city and the old train tracks are still there, and if they are used, are probably being maintained as well as any other roads/tracks/etc. On the other hand, playing with migration, and founding an unhappy city (to be migrated away) to build a road over a river before one has Bridge Building is a bit of a rules hack, and probably ought be disallowed. ___ Reply to this item at: http://gna.org/bugs/?21898 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev