[Freeciv-Dev] [PATCH] Activate units with zero moves left
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don@xxxxxxxxxxxx writes:
> Secondly, it seems to be possible to activate units with 0 moves
> left via city menus, but not directly. A previously moved unit may
> need to be given future movement commands.
I have implemented this. To limit abuse, I have disabled building a
new city with settlers/eng. with zero moves left; they can still aid a
city in growing (should we disable this as well?) Here is a patch
against Jan-24 CVS.
Massimo
zero-moves.patch.gz
Description: Binary data
- Re: [Freeciv-Dev] Re: freeciv suggestions, (continued)
- Re: [Freeciv-Dev] Re: freeciv suggestions, Per Mathisen, 1999/01/25
- Re: [Freeciv-Dev] Re: freeciv suggestions, Tony &, 1999/01/25
- Re: [Freeciv-Dev] Re: freeciv suggestions, Peter Schaefer, 1999/01/25
- Re: [Freeciv-Dev] Re: freeciv suggestions, David Pfitzner, 1999/01/25
- Re: [Freeciv-Dev] Re: freeciv suggestions, Reinier Post, 1999/01/26
- Re: [Freeciv-Dev] Re: freeciv suggestions, Massimo Campostrini, 1999/01/26
Re: [Freeciv-Dev] Re: freeciv suggestions, Dee Jay Randall, 1999/01/22
Re: [Freeciv-Dev] Re: freeciv suggestions, Tony &, 1999/01/22
Re: [Freeciv-Dev] Re: freeciv suggestions, John Goerzen, 1999/01/22
[Freeciv-Dev] [PATCH] Activate units with zero moves left,
Massimo Campostrini <=
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