Update of patch #1234 (project freeciv):
Status:None = Done
Open/Closed:Open = Closed
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Update of patch #1234 (project freeciv):
Assigned to:None = syntron
Planned Release: = 2.3.0
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Follow-up Comment #7, patch #1234 (project freeciv):
updated patch; changes:
* add effect to give at least one build slot to each city
* cleanup; patch is independent from the variable city radii patch series
* small changes to the gtk client
Follow-up Comment #8, patch #1234 (project freeciv):
a city with more build slots is shown in file #7252
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Follow-up Comment #6, patch #1234 (project freeciv):
[in private mail by Goswin]
Not a unit and putting 2 space ship components into the list
would be the same as clicking the 2 box in your system. I'm
not arguing about changing what gets build. Just how to
account for/coordinat that with
Follow-up Comment #4, patch #1234 (project freeciv):
The problem I see is that this makes it rather unpredictable
how many units will be build. Even if you have 2 or 3 build
slots that does not mean you will build 2 or 3 units of each
type. That depends on the surplus of shield.
This was
Matthias Pfafferodt no-reply.invalid-addr...@gna.org writes:
Follow-up Comment #4, patch #1234 (project freeciv):
The problem I see is that this makes it rather unpredictable
how many units will be build. Even if you have 2 or 3 build
slots that does not mean you will build 2 or 3 units of
Follow-up Comment #5, patch #1234 (project freeciv):
What is wrong with building the next unit in the list and
possibly showing the number of turns required as 0 for all but
the first of a set?
I think this would be to powerfull (space ship?).
And in your mode what would happen if I set it
Matthias Pfafferodt no-reply.invalid-addr...@gna.org writes:
Follow-up Comment #5, patch #1234 (project freeciv):
What is wrong with building the next unit in the list and
possibly showing the number of turns required as 0 for all but
the first of a set?
I think this would be to powerfull
Follow-up Comment #3, patch #1234 (project freeciv):
rebased to current trunk; fix call to notify_player()
(file #7123)
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File name: cityradius_sq20091026-0010-more-than-one-build-slot-for-units.diff
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Follow-up Comment #2, patch #1234 (project freeciv):
The problem I see is that this makes it rather unpredictable how many units
will be build. Even if you have 2 or 3 build slots that does not mean you
will build 2 or 3 units of each type. That depends on the surplus of shield.
So to build 10
Follow-up Comment #1, patch #1234 (project freeciv):
comment to patch #1235:
About: [10/11] patch #1234 - more than one build slot for
units
When I add an Engineer, an Armor and Coinage to a big cities
build list then I get 3 Engineers and 2 Armors. That is not
what I would expect from
URL:
http://gna.org/patch/?1234
Summary: more than one build slot for units
Project: Freeciv
Submitted by: syntron
Submitted on: Samstag 08.08.2009 um 22:58
Category: general
Priority: 1 - Later
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