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[Freeciv-Dev] Re: Settlers turns left calculation in GUI is wrong. (PR#9
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[Freeciv-Dev] Re: Settlers turns left calculation in GUI is wrong. (PR#9

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To: <rf13@xxxxxxxxxxxxxxxxxxxxxx>
Cc: <andreas.beckmann@xxxxxxxxxxxxxxxxxxxx>, Freeciv Developers List <freeciv-dev@xxxxxxxxxxx>, <bugs@xxxxxxxxxxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Settlers turns left calculation in GUI is wrong. (PR#981)
From: Stepan Roh <stepan@xxxxxxxx>
Date: Thu, 27 Sep 2001 15:38:11 +0200 (CEST)


On Thu, 27 Sep 2001, Raimar Falke wrote:

> On Thu, Sep 27, 2001 at 02:29:03PM +0200, Stepan Roh wrote:
> >
> >
> > On Thu, 27 Sep 2001, Raimar Falke wrote:
> >
> > > > 2) I don't see any problem with move_rate = 0 - you can have unit which
> > > > must be transported by any other one
> > >
> > > Do we really want this? This would be a bunker or a watchtower or
> > > something like this. To use this it is necessary that a unit can
> > > create another unit or you transport them with a ship (railroad
> > > doesn't work). Note that you can only transport the unit with
> > > move_rate = 0 only from a city to a city with a ship.
> > >
> > > So overall it may be a nice idea but it isn't possible now.
> >
> > Yes, but it may be possible in the future with some kind of ground
> > transport units (if someone will code them). So current code is future
> > compatible ;-)
>
> Doing some research yields:
> <http://arch.freeciv.org/freeciv-dev-200107/threads.html#00219>
>
> Problem: why does a unit with move_rate=0 counts as an normal settler?
> Answer: move_rate is used really for two things: the move rate and
> what I would call settler power. This is bad. A seperate field for
> settler power or a new flag F_FAST_SETTLER would be nice.

This came to my mind too. Having separate field for settler power will be
the best solution.

Have a nice day.

Stepan Roh



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