Re: [Freeciv-Dev] city plan patch
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
> Personally, I would be inclined to _prefer_ a minor rule change
> in this respect. :-) Eg, on the turn immediately after production
> is complete, allow changing the production "type" without penalty.
> (Would require minor increase in internal bookkeeing to keep track.)
Yeah, this is an annoyance that's bothered me too (as well as others, I
can see 8) ). I've now added this feature: if you switch production
targets immediately after a city has produced something, then the city
won't suffer the half-lost shield penalty. This rule change is server
side and affects both worklists (as I've implemented them) and client-side
(either manual or scripted) changes. You can switch targets many times in
that turn (it's a temple! no, it's a phalanx! a temple! a phalanx!) and
still be okay. But if you wait until the /next/ turn, you're due up for
the penalty.
> (A related issue is what should happen regarding the penalty
> if you change production type multiple times within a single
> turn, including flip-flops.)
Yeah, this is sort of annoying: phalanx -> temple -> phalanx will cut my
shields down by 3/4. I've not addressed this problem; someone else can do
that work. 8)
> A complication with all of these is how to usefully inform the
> user of the current "state"... Eg, on reloads/reconnection, or
> just for large game; "Did this city just finish production or not?")
Good question. I'm presently letting the user just remember on his or her
own; there's no easy way to tell if a city just produced if you've just
reconnected or restored the game. But, then again, how often does that
happen?
A patch for this feature is forthcoming. I'm going to include it with my
worklists patch, unless someone asks otherwise.
Corey
- Re: [Freeciv-Dev] city plan patch, (continued)
Re: [Freeciv-Dev] city plan patch, Jeff Mallatt, 1999/09/14
|
|