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[Freeciv-Dev] Re: (unfinished)patch: improved trade andcommodities.rules
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[Freeciv-Dev] Re: (unfinished)patch: improved trade andcommodities.rules

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (unfinished)patch: improved trade andcommodities.ruleset
From: sebauer@xxxxxxxxxxx (Sebastian Bauer)
Date: Sat, 01 Apr 2000 10:38:56 +0100

Hi Jeff

On 01-Apr-00, Jeff Mallatt wrote:
> At 2000/03/25 16:53 , Sebastian Bauer wrote:
>> Problems and TODO:
>> - civ1 and old save game compatiblity (maybe by writing a special
>>   commodities.ruleset)
> I included a civ1/commodities.ruleset, but I haven't tested it at all --
> and I'm pretty sure the code doesn't handle it correctly.

Yes, this cannot be handled at the moment (it will fail when the ruleset
is loaded) because one commodity can also de demanded only one time. I
hope I can provide the enhanced version tomorrow. There will be a possibly
to turn off this "restriction" inside the ruleset. Also loading and saving
should be possible then.

> I really do *not* want supply routes to be automagically removed.  If the
> source city cannot provide something, then simply don't add it to the
> destination city's production that turn (also, send a message).  It would
> really annoy me to have to reconstruct supply routes just because of some
> supply transient.  We should try to minimize micromanagement.

Hmm...you are right of course, but the problem is still there. Im not
so familar with this piece of code at the moment so it can be that
this is not a real problem...

>> I removed the trade button and now display the information inside the
>> window (get_city_trade_text() is used for the text).
> I did it differently in the Xaw and Gtk clients -- the Trade button is
> always active, and it opens a Trade Report dialog. The City Dialog is not
> otherwise altered. This isn't better, just easier ;-) The goal was to get
> to the point where everyone could start testing as soon as possible.

This is very good...thank you very much :-)

bye,
Sebastian Bauer




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