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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: Paul Zastoupil <paulz@xxxxxxxxxxxx>
Cc: Freeciv Developers List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Settlers turns left calculation in GUI is wrong. (PR#981)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 27 Sep 2001 20:01:50 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Thu, Sep 27, 2001 at 10:08:17AM -0700, Paul Zastoupil wrote:
> On Thu, Sep 27, 2001 at 04:30:48PM +0200, Raimar Falke wrote:
> > On Thu, Sep 27, 2001 at 03:38:11PM +0200, Stepan Roh wrote:
> > > 
> > > 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.
> > 
> > Does anybody other have an option on this?
> 
> This yeilds the most flexibility.  
> 
> With this new fields

Ok so now is question: who make a patch?

>, you could, for instance, have a unit who moved
> very fast (lots of mp) but couldn't a lot of settler activity.  A sort of
> Army Corpse of Engineers.  They would be nice for a frontier situation,
> give them higher defence...
> 
> If you really wanted to get some work done, you would have to move the
> big equipment out there, low moves, high settler power.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Premature optimization is the root of all evil."
    -- D. E. Knuth in "Structured Programming with go to Statements"


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