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To: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: transporter cleanup
From: "Erik Sigra" <sigra@xxxxxxx>
Date: Fri, 19 May 2000 18:55:44 +0200

----- Original Message -----
From: "Tomasz Wegrzanowski" <maniek@xxxxxxxx>
To: "Jeff Mallatt" <jjm@xxxxxxxxxxxx>
Cc: <freeciv-dev@xxxxxxxxxxx>; <bugs@xxxxxxxxxxxxxxxxxxx>
Sent: Friday, May 19, 2000 5:57 PM
Subject: [Freeciv-Dev] Re: non-aggr units take towns (PR#373)


> On Fri, May 19, 2000 at 04:40:10AM -0700, Jeff Mallatt wrote:
> > At 2000/05/19 03:39 , Reinier Post wrote:
> > >On Thu, May 18, 2000 at 07:29:46AM -0700, mjw@xxxxxxxxxxxx wrote:
> > >> Submission from: (NULL) (205.181.148.180)
> > >>
> > >>
> > >> PayCiv is perfectly happy to let settlers and explorers take
> > >> unoccupied towns.
> > >
> > >Civ I, the version I played, isn't.
> > >
> > >> One can debate about what the default behavior of Freeciv
> > >> should be, but under the civ II ruleset, (some) no-attack
> > >> units need to be able to take towns.
> > >
> > >But not under Civ I rules ... looks like another job for the
> > >civstyle variable :(
> >
> > Perhaps better in units.ruleset?  A new flag "Take_Empty_Cities"?
>
> Better is "Cant_Take_Empty_Cities".
> Less units to mark.
>
>
Why not just "Take_Cities"? Isn't it clearly understood anyway that a city
must be empty to be taken?





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