Follow-up Comment #7, patch #4610 (project freeciv):
Patch added concept of role unit filter. The single filter included can be
used to select land or sea moving (both moving units being suitable for both)
units.
You probably want to rework the filter for complex nativity, and callers must
be
Follow-up Comment #8, patch #4610 (project freeciv):
Aha! I see now. Yes, this is critical infrastructure for patch #4658.
Thanks for the clarification.
___
Reply to this item at:
http://gna.org/patch/?4610
Follow-up Comment #6, patch #4610 (project freeciv):
I encountered this patch again this weekend, and while I accepted the argument
when it was posted, I'm now a bit confused about the implementation. Is this
implementation based on some concept of how different units would be built for
where
Follow-up Comment #4, patch #4610 (project freeciv):
Shouldn't the land settlers patch also take into account other units that have
the settlers flag e.g. migrants.
see http://gna.org/patch/?4560
___
Reply to this item at:
Follow-up Comment #5, patch #4610 (project freeciv):
Shouldn't the land settlers patch also take into account other
units that have the settlers flag
That's exactly how it knows the unit to be Worker type.
___
Reply to this item at:
Update of patch #4610 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/patch/?4610
Summary: AI won't build sea-only workers
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 16 Mar 2014 04:21:21 AM EET
Category: ai
Priority: 5 - Normal
Update of patch #4610 (project freeciv):
Planned Release: 2.6.0 = 2.5.0, 2.6.0
___
Reply to this item at:
http://gna.org/patch/?4610
___
Message sent
Follow-up Comment #1, patch #4610 (project freeciv):
Good to know, because there are sea-only workers in civ2civ3 rules too.
I gave the flag settlers to transports so they can clean up pollution on
oceans (the only working activity available on sea apart of building buoys),
and I did it mainly to