[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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>I fully support Per's concerns about speed and AI compatibility.
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Ai compatibility can be done easily. About speed, I think only the AI
will slow down and i can put a
game.use_tech_bldg_req that skip all tech->bldg_req related stuff if no
such requirement was found in the ruleset.
>Forgetting the above concerns, I would prefer to see buildings as
>prerequisites for units rather then techs.
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>G.
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For many buildings, I agree with you. But for wonders?
Remi
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/17
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
- Message not available
- [Freeciv-Dev] Re: (PR#5122) Building requirement for techs,
remi.bonnet@xxxxxxxxxxx <=
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Per I. Mathisen, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Morgan Jones, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, John Wheeler, 2003/08/19
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