[Freeciv-Dev] non-existent technologies
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We have spoken about removing non-existent technologies from the
ruleset. But it just occurred to me this is a problem because the known
technologies are stored as a bitfield.
There are all sorts of other unnecessary ruleset dependencies in the
savegames, for instance units are stored by ID rather than by name.
This can be improved on greatly by avoiding using an "index" when a name
can be used instead. But it will still break if a unit is removed, for
instance. To get full compatability either a capstring is needed to
match ruleset and savegame, or the savegame should store all needed
inforamation about the ruleset it was originally played with.
jason
- [Freeciv-Dev] non-existent technologies,
Jason Dorje Short <=
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