[Freeciv-Dev] AI and effects of techs without buildings

2013-03-05 Thread Imhotep
I have a modpack where a lot of effects require only techs, not improvements (For example the knowledge Barter or Pottery reduce waste directly, without the need of any additional building.) AI seems to have trouble coping with that. I searched the code, and as far as I can see, all tech

Re: [Freeciv-Dev] AI and effects of techs without buildings

2013-03-05 Thread Marko Lindqvist
On 5 March 2013 16:22, Imhotep jmho...@slehr.de wrote: I have a modpack where a lot of effects require only techs, not improvements (For example the knowledge Barter or Pottery reduce waste directly, without the need of any additional building.) AI seems to have trouble coping with that. I