[Freeciv-Dev] Re: Comments on CMA 2.6
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Sun, 21 Oct 2001, Christian Knoke wrote:
> >
> > > Why not: (negative, 0, positive) three possibilities, where
> > > positive is just (+1).
> >
> > No. You may need +2 or +3 to finish your unit in n turns. So a slider
> > is still needed.
>
> Yes, but really really seldom. You'd rather buy. Too much hassle with
> the agent. In high production phases, you would need to set +30 e.g.
I do this sort of thing very often. If I'm using potentially high-prod
cities where I cant afford to buy, or if I want enough armor or cruisers
for a major assault some time in the next ten turns. I would definitely
want CMA to support this sort of strategy.
--Daniel Speyer
"May the /src be with you, always"
- [Freeciv-Dev] Comments on CMA 2.6, Christian Knoke, 2001/10/20
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raahul Kumar, 2001/10/20
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raahul Kumar, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6,
Daniel L Speyer <=
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Jason Dorje Short, 2001/10/21
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/22
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/22
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/22
- [Freeciv-Dev] Re: Comments on CMA 2.6, Christian Knoke, 2001/10/23
- [Freeciv-Dev] Re: Comments on CMA 2.6, Raimar Falke, 2001/10/23
|
|