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[Freeciv-Dev] Re: [Freeciv-Cvs] dwp: New feature: civil war. If a playe
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[Freeciv-Dev] Re: [Freeciv-Cvs] dwp: New feature: civil war. If a playe

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To: freeciv-dev@xxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [Freeciv-Cvs] dwp: New feature: civil war. If a player's capital ...
From: Paul Zastoupil <paulz@xxxxxxxx>
Date: Fri, 15 Jan 1999 11:10:50 -0800

I was playing with this today and I thought it would be nice to have the
name of the capitol city in the intelligence window.  That way you can
establish an embassy to know where to strike to split the civilization.

I also found a unit that ended up with no owner and I could move over
it.

freeciv@xxxxxxxxxxxxxxxxxxxxxxxx wrote:
> 
> This is an automated notification of a change to freeciv cvs,
> on Fri Jan 15 03:03:52 PST 1999 = Fri Jan 15 11:03:52 1999 (GMT)
> by David Pfitzner <dwp@xxxxxxxxxxxxxx>
> 
> ---- Files affected:
> 
> freeciv/common game.c game.h map.h unit.c unit.h
> freeciv/data helpdata.txt
> freeciv/server citytools.c citytools.h civserver.c gamehand.c stdinhand.c 
> unitfunc.c unitfunc.h unithand.c unittools.c unittools.h
> 
> ---- Log message:
> 
> New feature: civil war.  If a player's capital is captured and
> the number of cities the player owns is at least "civilwarsize"
> (a new server option), then the player's empire splits in a civil
> war, with cities and units being divided between the old player
> and a new AI player.  (Civil wars only happen if there are less
> than 14 existing players.)  From patch submitted by Kris
> Bubendorfer <kris@xxxxxxxxxxxxx>.

-- 
Paul Zastoupil


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