Re: [Freeciv-Dev] (PR#39690) Remove embassy concept
http://bugs.freeciv.org/Ticket/Display.html?id=39690 > On 12/09/2007, Christian Prochaska wrote: > > I'm in favor of branching from r13566 nevertheless. If it turns out that > nobody wants to backport any patches to that branch anymore, we could > still make an unofficial release from it for people who want to have an > editor for a Freeciv with the game concepts of 2.1. Sounds good. In addition to Editor development, 2.2 should receive scripting improvements. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39690) Remove embassy concept
http://bugs.freeciv.org/Ticket/Display.html?id=39690 > On 9/11/07, Christian Prochaska <[EMAIL PROTECTED]> wrote: > I'm in favor of branching from r13566 nevertheless. If it turns out that > nobody wants to backport any patches to that branch anymore, we could > still make an unofficial release from it for people who want to have an > editor for a Freeciv with the game concepts of 2.1. Ok. Feel free. - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39690) Remove embassy concept
http://bugs.freeciv.org/Ticket/Display.html?id=39690 > > [per - Di 11. Sep 2007, 15:25:05]: > > On 9/11/07, Christian Prochaska <[EMAIL PROTECTED]> wrote: > > How about creating the S2_2 branch before committing this patch and > > possible others that change gameplay concepts even more? As I remember > > from the discussion about Civworld for 2.1 some months ago, 2.2 was > > supposed to be like 2.1, but with the editor, wasn't it? > > I do not think we have the manpower to maintain a S2_2 branch in > addition to the still unfinished work on S2_1. The map/scenario editor > may be heavily impacted by such changes, and backporting may require > considerable rewriting. > >- Per > I'm in favor of branching from r13566 nevertheless. If it turns out that nobody wants to backport any patches to that branch anymore, we could still make an unofficial release from it for people who want to have an editor for a Freeciv with the game concepts of 2.1. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39690) Remove embassy concept
http://bugs.freeciv.org/Ticket/Display.html?id=39690 > On 9/11/07, Christian Prochaska <[EMAIL PROTECTED]> wrote: > How about creating the S2_2 branch before committing this patch and > possible others that change gameplay concepts even more? As I remember > from the discussion about Civworld for 2.1 some months ago, 2.2 was > supposed to be like 2.1, but with the editor, wasn't it? I do not think we have the manpower to maintain a S2_2 branch in addition to the still unfinished work on S2_1. The map/scenario editor may be heavily impacted by such changes, and backporting may require considerable rewriting. - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39690) Remove embassy concept
http://bugs.freeciv.org/Ticket/Display.html?id=39690 > > [per - Mo 10. Sep 2007, 16:30:58]: > > On Sat, 8 Sep 2007, Per I. Mathisen wrote: > > This experimental and mostly untested patch removes the embassy concept > > from the game. > > I am surprised by the lack of comments on this ticket. If subsequent > testing does not reveal any problems, and none objects within 24 hours, I > will commit it. > >- Per > How about creating the S2_2 branch before committing this patch and possible others that change gameplay concepts even more? As I remember from the discussion about Civworld for 2.1 some months ago, 2.2 was supposed to be like 2.1, but with the editor, wasn't it? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39690) Remove embassy concept
http://bugs.freeciv.org/Ticket/Display.html?id=39690 > On 9/11/07, Daniel Doran <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39690 > > > > This transaction appears to have no content > > > I've always liked being able to use the information supplied by Embassies > established with AI players when playing a stand-alone game. However, I > have always thought it odd that the only purpose embassies served in the Civ > style games that I've played is to spy on other countries. > > You can make treaties without an embassy, but cannot tell what some other > player (AI or otherwise) is researching without one. > > If you plan on removing the embassies, but leave some way for the > information on other civilizations to appear in the reports, I'm all for it. > > I agree. The intelligence report has to be available as soon as you establish contact then. Which makes me think that contact comes too cheaply really. Maybe it would be required to send a peaceful unit to visit the other player's capital or something like that. But then again, that would be quite annoying in the long run... ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39690) Remove embassy concept
http://bugs.freeciv.org/Ticket/Display.html?id=39690 > This transaction appears to have no content I've always liked being able to use the information supplied by Embassies established with AI players when playing a stand-alone game. However, I have always thought it odd that the only purpose embassies served in the Civ style games that I've played is to spy on other countries. You can make treaties without an embassy, but cannot tell what some other player (AI or otherwise) is researching without one. If you plan on removing the embassies, but leave some way for the information on other civilizations to appear in the reports, I'm all for it. Per I. Mathisen wrote: http://bugs.freeciv.org/Ticket/Display.html?id=39690 > On Sat, 8 Sep 2007, Per I. Mathisen wrote: This experimental and mostly untested patch removes the embassy concept from the game. I am surprised by the lack of comments on this ticket. If subsequent testing does not reveal any problems, and none objects within 24 hours, I will commit it. - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39690) Remove embassy concept
http://bugs.freeciv.org/Ticket/Display.html?id=39690 > On Sat, 8 Sep 2007, Per I. Mathisen wrote: > This experimental and mostly untested patch removes the embassy concept > from the game. I am surprised by the lack of comments on this ticket. If subsequent testing does not reveal any problems, and none objects within 24 hours, I will commit it. - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39690) Remove embassy concept
http://bugs.freeciv.org/Ticket/Display.html?id=39690 > On 08/09/07, Per I. Mathisen wrote: > > This experimental and mostly untested patch removes the embassy concept > from the game. > > Why? The embassy concept has never fitted well into the general game > concept. I were about to say that embassy concepts should be changed (fixed) instead of removing, but it occurred to me that proper place for what I have in mind would be lua scripting. Internal embassy concept can go. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39690) Remove embassy concept
http://bugs.freeciv.org/Ticket/Display.html?id=39690 > This experimental and mostly untested patch removes the embassy concept from the game. Why? The embassy concept has never fitted well into the general game concept. Creating embassies the traditional way (with diplomats) is a tiresome way to achieve the effect, while exchanging embassies in treaties always cried out for a "close embassy" feature. The treaty and embassy fields in the player dialog seemed strange with often duplicated information about contact and embassy status. Removing the concept simplifies the game logic, the game code, and the game UI significantly. Instead, contact now automatically establishes embassy-like relations between players. There is also no contact count down anymore. Discuss :) - Per PS Not sure if the change in the lua code is good. Also not sure what will happen in the civil war case. Index: server/srv_main.c === --- server/srv_main.c (revision 13532) +++ server/srv_main.c (working copy) @@ -466,7 +466,6 @@ struct player_diplstate *state2 = &plr2->diplstates[player_index(plr1)]; state->has_reason_to_cancel = MAX(state->has_reason_to_cancel - 1, 0); - state->contact_turns_left = MAX(state->contact_turns_left - 1, 0); if (state->type == DS_ARMISTICE) { state->turns_left--; @@ -2043,7 +2042,6 @@ && player_number(pplayer) != player_number(pdest)) { pplayer->diplstates[player_index(pdest)].type = DS_TEAM; give_shared_vision(pplayer, pdest); - BV_SET(pplayer->embassy, player_index(pdest)); } } players_iterate_end; } players_iterate_end; Index: server/scripting/api.pkg === --- server/scripting/api.pkg (revision 13532) +++ server/scripting/api.pkg (working copy) @@ -403,14 +403,12 @@ E_MY_DIPLOMAT_BRIBE @ MY_DIPLOMAT_BRIBE, E_DIPLOMATIC_INCIDENT @ DIPLOMATIC_INCIDENT, E_MY_DIPLOMAT_ESCAPE @ MY_DIPLOMAT_ESCAPE, -E_MY_DIPLOMAT_EMBASSY @ MY_DIPLOMAT_EMBASSY, E_MY_DIPLOMAT_FAILED @ MY_DIPLOMAT_FAILED, E_MY_DIPLOMAT_INCITE @ MY_DIPLOMAT_INCITE, E_MY_DIPLOMAT_POISON @ MY_DIPLOMAT_POISON, E_MY_DIPLOMAT_SABOTAGE @ MY_DIPLOMAT_SABOTAGE, E_MY_DIPLOMAT_THEFT @ MY_DIPLOMAT_THEFT, E_ENEMY_DIPLOMAT_BRIBE @ ENEMY_DIPLOMAT_BRIBE, -E_ENEMY_DIPLOMAT_EMBASSY @ ENEMY_DIPLOMAT_EMBASSY, E_ENEMY_DIPLOMAT_FAILED @ ENEMY_DIPLOMAT_FAILED, E_ENEMY_DIPLOMAT_INCITE @ ENEMY_DIPLOMAT_INCITE, E_ENEMY_DIPLOMAT_POISON @ ENEMY_DIPLOMAT_POISON, @@ -465,7 +463,6 @@ E_WONDER_STOPPED @ WONDER_STOPPED, E_WONDER_WILL_BE_BUILT @ WONDER_WILL_BE_BUILT, E_DIPLOMACY @ DIPLOMACY, -E_TREATY_EMBASSY @ TREATY_EMBASSY, E_BAD_COMMAND @ BAD_COMMAND, E_SETTING @ SETTING, E_CHAT_MSG @ CHAT_MSG, Index: server/edithand.c === --- server/edithand.c (revision 13532) +++ server/edithand.c (working copy) @@ -373,8 +373,6 @@ for (i = 0; i < MAX_NUM_PLAYERS + MAX_NUM_BARBARIANS; i++) { pplayer->diplstates[i].type = packet->diplstates[i].type; pplayer->diplstates[i].turns_left = packet->diplstates[i].turns_left; -pplayer->diplstates[i].contact_turns_left - = packet->diplstates[i].contact_turns_left; pplayer->diplstates[i].has_reason_to_cancel = packet->diplstates[i].has_reason_to_cancel; } Index: server/diplhand.c === --- server/diplhand.c (revision 13532) +++ server/diplhand.c (working copy) @@ -145,13 +145,6 @@ if (pclause->from == pplayer) { switch(pclause->type) { - case CLAUSE_EMBASSY: - if (player_has_embassy(pother, pplayer)) { -freelog(LOG_ERROR, "%s tried to give embassy to %s, who already " -"has an embassy", pplayer->name, pother->name); -return; - } - break; case CLAUSE_ADVANCE: if (!player_invention_is_ready(pother, pclause->value)) { /* It is impossible to give a technology to a civilization that @@ -356,15 +349,6 @@ pgiver->diplstates[player_index(pdest)].type; switch (pclause->type) { - case CLAUSE_EMBASSY: -establish_embassy(pdest, pgiver); /* sic */ -notify_player(pgiver, NULL, E_TREATY_SHARED_VISION, - _("You gave an embassy to %s."), - pdest->name); -notify_player(pdest, NULL, E_TREATY_SHARED_VISION, - _("%s allowed you to create an embassy!"), - pgiver->name); -break; case CLAUSE_ADVANCE: /* It is possible that two players open the diplomacy dialog * and try to give us the same tech at the same time. This @@ -544,18 +528,6 @@ } } -/ - C