[Freeciv-Dev] Re: Unit upkeep and capitalisation
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On Wed, May 31, 2000 at 06:18:16PM +0200, Erik Sigra wrote:
>
> ----- Original Message -----
> From: "Tomasz Wegrzanowski" <maniek@xxxxxxxx>
> To: "Thue Janus Kristensen" <thue@xxxxxxx>
> Cc: <freeciv-dev@xxxxxxxxxxx>
> Sent: Wednesday, May 31, 2000 2:19 PM
> Subject: [Freeciv-Dev] Re: Unit upkeep and capitalisation
>
> > What about sequence of destroying :
> > - cheap, far units, but not settlers nor used transporters
> > - cheap, near units, but not settlers nor used transporters
> > - expensive, far units, but not settlers nor used transporters
> > - expensive, near units, but not settlers nor used transporters
> > - settlers
> > - engeeners
> > - used transporters
> >
> > instead of payciv's algorithm ?
> >
> What about a popup window with a radio buttun, an icon (also showing damage)
> and some text information (cost, morale, location, wether it is a
> transporter in use and what is on it, ...) for each unit supported by the
> city. The sequence above determines wich unit's radio button is selected
> when the popup window appears. The player could then make changes and press
> Return (click OK). The AI just uses the sequence above.
Probably not, killing units is done by server during new_turn().
Remember that player could kill units of his choice in his turn.
If we allow choosing units, why not allow rearranging workers
inside city to remove shield_lack ?
Maybe we should simply give warnings when trying to do end of turn
if some dangerous thing could happen (city->size will ++, shieldlack).
(no server suppot needed for it).
[Freeciv-Dev] Re: Unit upkeep and capitalisation, Daniel Zinsli, 2000/05/31
[Freeciv-Dev] Re: Unit upkeep and capitalisation, Tony Stuckey, 2000/05/31
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