Complete.Org: Mailing Lists: Archives: freeciv-dev: April 2001:
[Freeciv-Dev] Re: New city dialog - stage 6
Home

[Freeciv-Dev] Re: New city dialog - stage 6

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Daniel Sjölie <deepone@xxxxxxxxxx>
Cc: Freeciv List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: New city dialog - stage 6
From: Piotr Sulecki <Piotr.Sulecki@xxxxxxxxxxxxx>
Date: Thu, 05 Apr 2001 10:05:16 +0200

Ave!

Daniel Sjölie wrote:

> I agree that having both a worklist and a change dialog is probably not
> such a good idea... And it is true that a newbie might be confused if
> there was no change-button... But I think it would be very much ok to
> have the Change-button trigger a switch to the worklist... Then all
> effort can be turned to optimize the worklist interface... MoOII has
> shown that it can be done nicely...

MoO2 had another option that I think could be useful: a special position
in the worklist called "Repeat". This meant that the production of the
last item in the list should loop infinitely.

I know that worklists in freeciv it alredy work that way if the last
item is a unit, and it doesn't make any sense to use that with
improvements/wonders (with the exception of space parts), but I thought
about extending this option: let's call the item "Repeat n", which means
"loop infinitely the production of last n items in the worklist". If you
have a city with, say, 37 shields surplus, it makes sense to produce one
stealth bomber per twenty spies; you're not accumulating lots of surplus
production, and you're not making too many unhappiness.

Another special item could be "break", which means "end the worklist
here even if the last item was a unit". This one is less needed, but I
think it will be useful.

What do you think, guys?

PeterS.



[Prev in Thread] Current Thread [Next in Thread]