[Freeciv-Dev] Re: Pacts patch.
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> Still no AI code. I think it will be smart to get it working between
> human players first (and into CVS), and then worry about AI's later. This
> can be done by having the AI automatically declairing war on all players
> when it is toggled on (this speciel case of the pacts patch should behave
> just like unpatched freeciv)
In this one the AI automatically declaires war on all players when
toggled on. Works for now
> I made the capability "+pacts" as I mentioned earlier, and the try at
> making versions compatible should be removed
Now removed
> Still have that weird problem with _("break treaty") in the XAW client
Still there
> I haven't quite decided what kind of spy activities should be allowed
> against players you have alliance/peace/ceasefire with. But there should
> be a generel function to create diplomatic incidents (right now there is
> one place where an incident do happen)
I have made it the way I think it should be. See
is_diplomat_action_available() in common/unit.c
I also used the diplomatic incident code in more places. (this one needs
more testing)
> -----------
> I think the number of bugs is getting moderately low (I hope), but it
> touches A LOT of code, and will need a good deal of testing. If people
> will help I (we) will be very gratefull.
Still true. No know bugs beside that strange XAW one, however.
> (and every single commit I make seem to overlap and make the patch
> require an update :-/ )
Still very true.
> -Thue
-Thue again
pacts-May-06.diff.bz2
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- [Freeciv-Dev] Re: Pacts patch.,
Thue Janus Kristensen <=
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