Complete.Org: Mailing Lists: Archives: freeciv-dev: May 2002:
[Freeciv-Dev] Re: Updating units (PR#1465)
Home

[Freeciv-Dev] Re: Updating units (PR#1465)

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Christian Knoke <chrisk@xxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Updating units (PR#1465)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 16 May 2002 14:45:59 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Thu, May 16, 2002 at 05:26:26AM -0700, Christian Knoke wrote:
> On Wed, May 15, 2002 at 10:52:21AM -0700, Christian Knoke wrote:
> > 
> > When a unit is updated, it gets the strength of its new
> > role at once, but not the move points. These are updated
> > the round after.
> > 
> > The updated unit should have the same percentage of its
> > maximum move points before and after the update.
> 
> Should read *upgraded* unit, of course. Sorry.

Note that also the HPs aren't scaled. Only if it has full HPs.

> Please see also PR#726 (Erroneously classified as non-bug).

http://www.blainehelmick.com/games/civIIguide.shtml (at the bottom)
indicates that this is what civ2 does. It doesn't mean that we should
do it the same way.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  The Software is not designed or licensed for use in on-line control
  equipment in hazardous environments, such as operation of nuclear
  facilities, aircraft navigation or control, or direct life support
  machines. 
    -- Java Compiler Compiler Download and License Agreement


[Prev in Thread] Current Thread [Next in Thread]