[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-21 Thread Marko Lindqvist
Update of patch #2889 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-11 Thread Marko Lindqvist
Update of patch #2889 (project freeciv): Status:None => Ready For Test Assigned to:None => cazfi Planned Release: => 2.4.0 ___

[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-11 Thread Marko Lindqvist
Follow-up Comment #3, patch #2889 (project freeciv): One note: With default ruleset this only affects autosettlers working for human players, not current ai (though this is step to correct direction - this makes it easier to fully fix ai later). Problem with ai is another chicken & egg case. It s

[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-10 Thread Ryan Riegel
Follow-up Comment #2, patch #2889 (project freeciv): Your second concern is already addressed by the code; my modifications only take effect in the case that the tile is not already irrigated (but can be). Your first concern is a valid complaint. The remedy is ugly, though, and possibly fruitle

[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-09 Thread Marko Lindqvist
Follow-up Comment #1, patch #2889 (project freeciv): >From code comment: > farmland takes twice as long, so make it look half as good. Is that always true? Or is it possible that tile already has irrigation, so we are just one step away from farmland benefit? ___

[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-09 Thread Ryan Riegel
URL: Summary: Allow autosettlers to plan for farmland Project: Freeciv Submitted by: rriegs Submitted on: Wed 10 Aug 2011 05:07:51 AM GMT Category: ai Priority: 5 - Normal