Complete.Org: Mailing Lists: Archives: freeciv-dev: February 1999:
[Freeciv-Dev] settler teamwork patch (fix)
Home

[Freeciv-Dev] settler teamwork patch (fix)

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] settler teamwork patch (fix)
From: Greg Wooledge <ic5035%tss1crs.amgreetings.com@xxxxxxxxxxxxxxxxxxxx>
Date: Mon, 1 Feb 1999 16:45:05 -0500

There was a typo in my previous version of the settler teamwork patch
(in the RAILROAD section, one instance of punit->x should have been
punit->y).  The result was that railroads were never completed (except
possibly under most unusual circumstances).

This patch fixes that typo, and is made against a post-ruleset copy of
the CVS.  (The previous patch applied OK, using offsets.)

I've been playing using this patch for a while now; I think it's stable
enough to go straight into CVS.  I still don't have help text for it,
though (since I spent an embarrassingly long time finding that evil
typo... :-( ).

One possible long-standing issue: the activity count of a unit is
increased by its movement count each turn.  (This is why Engineers work
twice as fast as Settlers; they move twice as quickly....) This will
probably be a problem with rulesets, if fast-moving Settlers are
created.  Also, this means that fast-moving units can pillage more
quickly than slow-moving ones.  Is this desirable?  I don't recall any
such rule in the commercial Civ games.  In any case, my patch has no
effect on this; it's just something that I noticed during
writing/testing the patch.

Attachment: fc-settler-team.diff
Description: Text document


[Prev in Thread] Current Thread [Next in Thread]
  • [Freeciv-Dev] settler teamwork patch (fix), Greg Wooledge <=