[Freeciv-Dev] [bug #17731] More consistency when deciding a building is useless/replaced/redundant

2011-03-01 Thread Jacob Nevins

Update of bug #17731 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 
 Release: => 2.3.0-beta3


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[Freeciv-Dev] [bug #17731] More consistency when deciding a building is useless/replaced/redundant

2011-02-27 Thread Jacob Nevins

Update of bug #17731 (project freeciv):

  Status:   Need Info => Ready For Test 
 Assigned to:None => jtn
Operating System:None => Any
 Planned Release: => 2.3.0,2.4.0
 Summary: What makes a building useless/replaced/redundant?
=> More consistency when deciding a building is useless/replaced/redundant

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Follow-up Comment #1:

No-one screamed, so I've implemented more or less what I said.

Autogame testing suggests that it makes no difference to the AI's behaviour
with the default ruleset:
* ran a trunk server with this patch to completion (turn 1652, year 3227 CE!)
with no errors;
* ran a 'control' autogame (no patch) to turn 1020, year 2595 CE (at which
point I had to stop it); the savegame at this point was identical.
Based on this, I think it's safe, so if no-one objects, I intend to commit it
to S2_3 before 2.3.0, so that I can fix bug #17730.

(file #12584)
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Additional Item Attachment:

File name: trunk-S2_3-building-redundancy.diff Size:8 KB


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