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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: Jeff Mallatt <jjm@xxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: non-aggr units take towns (PR#373)
From: Aliaga <aliaga@xxxxxxxxxxxx>
Date: Tue, 23 May 2000 14:27:16 +0200

At 13:16 21/05/00 -0700, you wrote:
>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.
>

That's right, but those pop-up menus have to be coded somehow, I think. And
the *real* reason spies and caravans cannot take cities is 'cause they
haven't got that option in their menus.

Transports and planes act differently, of course; that's maybe why my idea
doesn't result in cleaner code.

Hope this helps,

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