[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-07-16 Thread Jacob Nevins
Update of patch #3320 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Follow-up Comment #8: Replying to an old

[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-07-04 Thread Marko Lindqvist
Update of patch #3320 (project freeciv): Category:None = general ___ Follow-up Comment #5: From the bad options we have here, committing your patch is least bad. Lets not be

[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-07-02 Thread Marko Lindqvist
Update of patch #3320 (project freeciv): Planned Release: 2.4.0,2.5.0 = 2.4.0-beta1, 2.5.0 ___ Follow-up Comment #4: if we don't do it now, we won't ever be able to That means that this is blocker even for

[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-06-30 Thread Jacob Nevins
Update of patch #3320 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn Planned Release: 2.5.0 = 2.4.0,2.5.0 Summary:

[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #3, patch #3320 (project freeciv): Have to think about the philosophy of loadable ai modules and scripting. Should script ever be allowed to assume something about ai modules currently loaded, or should they be totally agnostic to each other? Making script able to request