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[Freeciv-Dev] Re: [RFC PATCH] init_techs
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[Freeciv-Dev] Re: [RFC PATCH] init_techs

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To: Stewart Adcock <stewart@xxxxxxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [RFC PATCH] init_techs
From: Arien Malec <arien_malec@xxxxxxxxx>
Date: Fri, 5 Oct 2001 11:51:05 -0700 (PDT)

--- Stewart Adcock <stewart@xxxxxxxxxxxxxxxx> wrote:
> Aren't those "two" free_techs patches (just about) the same?  If you are
> refering to "Ben's" patch and "My" recent patch, then they are both
> based on an extensive piece of code from early 2000, or maybe 1999,
> which spawned freecivAC.

Right, my mistake.

> Maybe I'm being slow, but what is the point in global free
> technologies?  Can't the same overall effect be achieved with the
> current ruleset options? (Sorry, I've never looked at the init_techs
> patch)

No: you can set the req1 & req2 to None, but that just allows you to learn the
tech; it doesn't give it to you right off. A global free/init_tech allows you
to start off a scenario with all players having, e.g., Engineering, Railroad &
Automobile

> In any case, I don't see any point in rolling together the free_tech and
> init_tech patches.  They shouldn't interfere with each other.

They both have a similar structure. E.g., both need to assign the techs to the
player in the same place in the code. It eases the review burden if both get
reviewed & applied at the same time.

Arien

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