[Freeciv-Dev] Re: (PR#2918) Changing from production to coinage
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Tue, Jan 28, 2003 at 11:18:45AM -0800, ue80@xxxxxxxxxxxxxxxxxxxxx via RT
wrote:
> On Mon, Jan 27, 2003 at 11:21:04PM -0800, ChrisK@xxxxxxxx via RT wrote:
> > On Mon, Jan 27, 2003 at 02:58:29PM -0800, ue80@xxxxxxxxxxxxxxxxxxxxx via RT
> > wrote:
> > >
> > > Hi,
> > >
> > > > This is not a normal improvement. Instead, setting a city's
> > > > production to Coinage means its shield production is converted to
> > > > tax output (money, coins!).
> > >
> > > i read it as: "all shields give coins now."
> > > But in the current game the produced shields will disappear without
> > > giving gold (money). Think this should be updated in the server.
> >
> > This is new to me, but I presume you're right, this is a bug and should be
> > fixed.
> >
> > > Already
> > > produced shields should give some money (for example 2 shields 1 coin)
> > > too.
> >
> > Here I disagree. I think it was intended to have 1 shield = 1 coin.
> > We have introduced coinage to avoid micromanagement for cities =
> > building some improvements and then selling them when they're ready,
> > which gives 40 gold for a temple.
>
> 1 gold for 1 shield.
> Patch attached.
No questions to my patch?
Thomas
Content-Description: coinage.diff
> diff -u -r1.202 cityturn.c
> --- server/cityturn.c 2003/01/09 02:36:37 1.202
> +++ server/cityturn.c 2003/01/28 19:15:19
> @@ -910,7 +910,7 @@
>
> if (pcity->currently_building == B_CAPITAL) {
> assert(pcity->shield_surplus >= 0);
> - pplayer->economic.gold += pcity->shield_surplus;
> + pplayer->economic.gold += pcity->before_change_shields;
> pcity->before_change_shields = 0;
> pcity->shield_stock = 0;
> }
--
Thomas Strub *** eMail ue80@xxxxxxxxxxxxxxxxxxxxx
Wenn Du nicht programmieren kannst und Dir für Arbeit zu schade bist:
Werde Berater, Analyst oder organisiere Kongresse.
|
|