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[Freeciv-Dev] Re: PATCH: killstack in ruleset
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[Freeciv-Dev] Re: PATCH: killstack in ruleset

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To: Jeff Mallatt <jjm@xxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: PATCH: killstack in ruleset
From: Martin Olveyra <bj0v@xxxxxxxxxxxxxxxxxx>
Date: Wed, 11 Oct 2000 00:16:34 -0300
Reply-to: bj0v@xxxxxxxxxxxxxxxxxx

On Tue, 10 Oct 2000, Jeff Mallatt wrote:
> At 2000/09/26 00:44 , Martin Olveyra wrote:
> >Some time before I had sent a patch that implements killstack as a server
> >option. That generated a discussion about what would be better: implements so
> >or in ruleset. In that time all the replies was to implement this feature in
> >ruleset, although I supported the first choice. After some play test, I
> changed
> >my mind, and the lack of time made very slow the comprehensive understanding 
> >of the code. So until now, I wasn't able to send the following patch, that
> >implements killstack in ruleset. So this option is setted via game.ruleset.
> 
> Looks good...
> 
> There are a few problems with this patch, however:
> 
> - Missing update to Civ1 and Civ2 game.ruleset files.
> 
> - Need to change help text to reflect this being an option.  (Search for
> "fortress" in data/helpdata.txt.)
> 
> - Need a capability string to conditionalize the protocol change (see
> common/capstr.c -- search for "nuclear_fallout" as an example).
> 
> - The client-side handling of the new "killstack" field is missing.
> (Search for "nuke_contamination" in client/packhand.c as an example.)

The last item is fixed in the recently sent patches (customizable combat
rules)

I will work on the other items.
        Thank you.



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