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[Freeciv-Dev] Re: Worklist, take III
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[Freeciv-Dev] Re: Worklist, take III

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To: Corin Anderson <corin@xxxxxxxxxx>
Cc: John-Marc Chandonia <jmc@xxxxxxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Worklist, take III
From: dnh@xxxxxxxxxxxxxxxxxxxxxxxxxxx
Date: Wed, 19 Jan 2000 12:28:41 +1100 (EST)


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
> 
> 


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