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[Freeciv-Dev] Re: Disbanding caravans and freight
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[Freeciv-Dev] Re: Disbanding caravans and freight

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To: "'freeciv-dev@xxxxxxxxxxx'" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Disbanding caravans and freight
From: Guy Smith <guy@xxxxxxxxxxxxxxxx>
Date: Thu, 5 Jul 2001 17:03:28 -0400

One of my productive coworkers happened to have a copy of the manual with
him today.  I just looked it up.  I was wrong.  Figures.

> -----Original Message-----
> From: Guy Smith [mailto:guy@xxxxxxxxxxxxxxxx]
> Sent: Thursday, July 05, 2001 1:25 PM
> To: 'freeciv-dev@xxxxxxxxxxx'
> Subject: [Freeciv-Dev] Disbanding caravans and freight
> 
> 
> Correct me if I'm wrong, but I think there's a difference in 
> the way CivII
> and FreeCiv handle the disbanding of caravan and freight units.  My
> recollection of CivII is that freight and caravan units are treated
> differently from all other units in that they return their 
> FULL production
> cost when they are disbanded, as opposed to only half.  
> FreeCiv doesn't
> exhibit this behavior -- it only returns full production 
> points when the
> unit is contributing to a wonder.  CivII returns full points in all
> situations.
> 
> I looked through the FreeCiv docs and couldn't find anything 
> to suggest that
> this behavior has been implemented as an option; it certainly 
> isn't default
> behavior.  If anybody has a CivII manual handy, can you look 
> this up and
> tell me if I'm hallucinating?  I'm 99% certain I read this in 
> the manual
> just two weeks ago, but that was when I was visiting a friend 
> in Puerto
> Rico.  So I don't have access to the manual anymore.  And he 
> answers his
> emails about once a month, so there's really no point in me 
> asking him.
> 
> Guy Smith
> Software Engineer
> guy@xxxxxxxxxxxxxxxx
> 
> (Guy's Law: For every problem, there is an equal and opposite problem)
> 
> 
> 


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