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[Freeciv-Dev] Re: shields after conquer of a city (PR#637)
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[Freeciv-Dev] Re: shields after conquer of a city (PR#637)

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To: Daniel Zinsli <dzinsli+priv@xxxxxxxx>
Cc: Freeciv-dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: shields after conquer of a city (PR#637)
From: Marko Lindqvist <caz@xxxxxxxxx>
Date: Tue, 2 Jan 2001 14:30:30 +0200 (EET)

On 2 Jan 2001, Daniel Zinsli wrote:

> Thue <thue@xxxxxxx> writes:
>
> > btw, could we *please* stop a newly conquered city from building things the
> > owner cannot build.
>
> It's a feature :-)
>
> IMHO, i like this, as it makes it more interesting to conquer cities of
> advanced civs.
> --

 I'd like to have two options related to this in game.ruleset.

 conquer_cont_build_allways - boolean - continue building what ever city
                                        was building before even if new
                                        owner cannot build it.

 conquer_keep_production    - 0-100   - Percentage of production points
                                        kept.

...

 if (!game.rgame.conquer_cont_build_always &&
     ((!pcity->is_building_unit &&
       !can_build_improvement(pcity, pcity->currently_building)) ||
      (pcity->is_building_unit &&
       !can_build_unit(pcity, pcity->currently_building))) {
   pcity->shield_stock = 0;
   advisor_choose_build(pcity);
 } else {
   pcity->shield_stock = game.rgame.conquer_keep_production *
                         pcity->shield_stock / 100;
 }

...



 Caz

--




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