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[Freeciv-Dev] Re: non-aggr units take towns (PR#373)
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[Freeciv-Dev] Re: non-aggr units take towns (PR#373)

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To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: non-aggr units take towns (PR#373)
From: Jeff Mallatt <jjm@xxxxxxxxxxxx>
Date: Sun, 21 May 2000 13:16:41 -0700 (PDT)

At 2000/05/19 13:03 , Aliaga wrote:
>At 09:50 19/05/00 -0700, you wrote:
>>At 2000/05/19 11:57 , Tomasz Wegrzanowski wrote:
>>>On Fri, May 19, 2000 at 04:40:10AM -0700, Jeff Mallatt wrote:
>>>> 
>>>> Perhaps better in units.ruleset?  A new flag "Take_Empty_Cities"?
>>>
>>>Better is "Cant_Take_Empty_Cities".
>>>Less units to mark.
>
>I'd suggest "Special_Behavior_At_Cities" meaning that Caravans and Spies get
>to do special things (including their own popup menu) when reaching a city,
>while everyone else gets default behavior (i.e: enter/take it). This is in
>Civ II mode. Civ I managed it by the "aggresive" flags.

I don't like this.  It doesn't say what's special, so it'll lead into yet
more hard-coded behavior, which is what the rulesets are trying to get rid of.

jjm





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