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[Freeciv-Dev] Re: (PR#2507) incite cost patch
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[Freeciv-Dev] Re: (PR#2507) incite cost patch

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2507) incite cost patch
From: "Raimar Falke via RT" <rt@xxxxxxxxxxxxxx>
Date: Mon, 9 Dec 2002 08:09:04 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Mon, Dec 09, 2002 at 07:53:16AM -0800, Mike Kaufman via RT wrote:
> On Mon, Dec 09, 2002 at 04:30:02AM -0800, Ben Webb via RT wrote:
> > On Sun, Dec 08, 2002 at 03:44:45AM -0800, Per I. Mathisen via RT wrote:
> > > On Sat, 7 Dec 2002, Mike Kaufman via RT wrote:
> > > > considering that a modpack could have multiple capital cities, and I
> > > > suppose you want the minimum distance, this could get ugly...
> > > 
> > > Multiple capitals is not supported by any code as of yet. I see no reason
> > > to start here.
> > 
> > impr-gen doesn't support multiple capitals either, BTW. There are just
> > too many bits of code to fiddle with, and I didn't think it was worth it
> > at the time.
> 
> what is a capital other than simply a "Capital_City" effect? and do you
> propose to create an option for unique effects? this certainly can be done
> and shouldn't be that hard, but a modpack writer is not beholden to use it
> with the Capital_City effect. In this case, we can either look for all
> Capital_City effects and do "something" if we find more than one or simply
> look for the first one and use it. The latter case certainly uses less
> code, but will give unforeseen results unless documented properly...

I'm sure this list isn't complete. Usage of capital:
 1) to calculate a distance (bribing, corruption, waste, ...)
 2) loosing the spaceship

For the first case the nearest palace would do the job. I'm not sure
how you define the semantics for the second case if you allow multiple
capitals.

        Raimar

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