Re: [Freeciv-Dev] 1.7.2
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Or perhaps cost-order with exclusions. Add check-boxes to the
improvement list in the city popup, so you can mark which improvements
you don't want built in each city. Then cost-order would go on and
build only the improvements you want. Just a thought, no code. :(
Later,
Dee Jay Randall _-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_
randal@xxxxxxxxxxxxx | "While reality is neither black and white nor |
{ } right and wrong, those are the only ideals { }
_-__-_ ouch, { } against which we can evaluate our decisions." { }
> < that hurt | -me |
_) chomp (___________ ~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~-_-~
On Fri, 30 Oct 1998, Tony & wrote:
> On Fri, Oct 30, 1998 at 08:55:02AM +0100, NU Euren Leif wrote:
> > > And what about an order list for what to build in cities ?
> > I don't get it. What do you mean?
>
> If you've ever played Master of Orion, you can set up to 7 items to
> be built in a city in order. So you could define a master list of
> buildings and units to produce, and edit it as needed.
> Granary->library->Marketplace->city walls, etc.
>
> > Another thing I'd like to see is a rearrangement of the order in the
> > improvement list. As it is now (I use a version of 98-09-30), first are
> > city improvements in alphabetical order, then wonders (again in
> > alphabetical order) and last Capitalization. This is a bit annoying,
> > especially at later stages when you got lots of cities and are founding
> > yet a new one (or conquering one of lower tech level) -- after the first
> > improvement it gets on building an Airport, when it's a Granary or
> > Harbour you need there.
>
> A more intelligent way of doing "next item" production would be
> useful, yes.
>
> > Well folks... What d'you think?
>
> Cost-order would be a cool option. I'd have to play a couple of
> games with it to actually see if it's better. :)
> --
> Anthony J. Stuckey stuckey@xxxxxxxxxxxxxxxxx
> "When I was young, the sky was filled with stars.
> I watched them burn out one by one." -Warren Zevon
>
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