[Freeciv-Dev] Re: Worklist, take III
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On Tue, 18 Jan 2000, Corin Anderson wrote:
> On Mon, 17 Jan 2000, John-Marc Chandonia wrote:
>
> > I playtested this yesterday and today (kind of ironic to
> > spend the MLK holiday nuking Gandhi back to the stone age),
> > and it is very nice! Somebody please check it into CVS!!!
>
> Thanks!
>
> > 1) Improvements already built (or that can never be built, such
> > as a Wonder that has been built elsewhere, or a Harbor inland) should
> > be immediately and silently purged from the worklist, rather than
> > cluttering up the list and bothering me later with messages.
>
> Good idea. For that matter, units that become obsolete should be
> (silently) upgraded as well.
no.... What happens if you expect somebody else to finish the wonder but
you want to save the points up for a wonder which you cannot build yet..?
If it Automatically changed the greatwall and you had saved up 300
shields, it would finish it in next turn....
> > 2) Improvements that can't be built due to inadequate tech when their
> > turn comes up on the list should not be purged, but just postponed.
>
> Huh, I hadn't thought of this. I like it, though!
>
> > 2b) Even better would be a check when a new tech is discovered to see
> > if any postponed improvements could now be switched to without
> > losing shields. I.e., if I discovered the tech for OP in the
> > middle of building a Bank, it would switch immediately without
> > even finishing the Bank. However, it wouldn't automatically do this if I
> > was in the middle of building a military unit since I would lose shields.
> > (This is of course more difficult, and probably not worth implementing)
>
> This feature would also require additional bookkeeping to know that, eg,
> OP has been postponed, and not simply -placed- at the #2 spot. That is,
> you'd need a 'postponed' bit for each worklist item. You'd also need some
> way to convey this information to the player, etc.
>
> > 3) Color the future improvements in the list red, when showing them.
>
> Ooh, yeah. Does anyone know, off hand, if this be done in the Xaw client?
> I'm pretty sure it can be done in the Gtk client.
>
> > 4) Make the OK button bigger.
>
> OK
>
> > 5) Don't bother showing improvements that can never be built
> > in a given city (see 1 above) in the right hand box of local worklists.
>
> This is an "issue", although I think I didn't mention it in my earlier
> mail. I have the code in place to do just this, but the code is commented
> out. The server-side code for deciding if a city can build improvement or
> unit X has been in flux (at least, such was my understanding), and I was
> waiting for the changes there to settle down. Search wldlg.c for '!!!'.
>
>
> On a (somewhat) related note: I've found a bug in the latest patch. I
> intended the worklists to auto-upgrade production for obsolete targets.
> The server seems to do this okay for obsoleted units (phalanx to pikemen),
> but not for obsoleted improvements. I think I know where the problem is,
> and I'll see if I can fix it up tonight or tomorrow.
>
> Corey
>
>
- [Freeciv-Dev] Worklist, take III, Corin Anderson, 2000/01/16
- [Freeciv-Dev] Re: Worklist, take III, John-Marc Chandonia, 2000/01/18
- [Freeciv-Dev] Re: Worklist, take III, Stephen Hodge, 2000/01/19
- [Freeciv-Dev] Re: Worklist, take III, =??Q?Bj=F6rn_Olsson?=, 2000/01/19
- [Freeciv-Dev] Re: Worklist, take III, Daniel Sjolie, 2000/01/19
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