[Freeciv-Dev] Re: (PR#5672) Changing production categories when having t
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ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
> On Tue, Sep 02, 2003 at 01:39:49PM -0700, Jason Short wrote:
>
>>[ue80@xxxxxxxxxxxxxxxxxxxxx - Mon Sep 1 18:51:48 2003]:
>>
>>
>>>Set production in a size 1 city to settlers. Wait until you have 200
>>>shields, change the production to warrior and set the next item in the
>>>worklist to foo (foo item from improvement/wonder) You get the warrior
>>>and have ~ 190 shields for the wonder or improvement. That shouldn't be
>>>possible. You should lose 95 shields when doing that.
>>
> [...]
>
>>Here's a patch. It's more complicated than I would have thought since
>>an extra piece of data has to be sent all around: the city's surplus
>>from the previous turn.
>>
>>Please test. Design board, please comment.
>
>
> When having 600 wondershields change production to pyramids and building
> a military unit next the 400 remaining shields are penalized, but
> when changing back to a wonder you don't get the full shields. Think that
> shouldn't be.
Ugh. I don't know why this is happening. Can you send a savegame?
jason
- [Freeciv-Dev] (PR#5672) Changing production categories when having to much shields, ue80@xxxxxxxxxxxxxxxxxxxxx, 2003/09/01
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- [Freeciv-Dev] Re: (PR#5672) Changing production categories when having to much shields, ue80@xxxxxxxxxxxxxxxxxxxxx, 2003/09/04
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- [Freeciv-Dev] Re: (PR#5672) Changing production categories when having to much shields, Christian Knoke, 2003/09/04
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- [Freeciv-Dev] Re: (PR#5672) Changing production categories when having to much shields, ue80@xxxxxxxxxxxxxxxxxxxxx, 2003/09/04
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- [Freeciv-Dev] Re: (PR#5672) Changing production categories when having to much shields, Christian Knoke, 2003/09/13
[Freeciv-Dev] (PR#5672) Changing production categories when having to much shields, Jason Short, 2003/09/05
[Freeciv-Dev] (PR#5672) Changing production categories when having to much shields, Jason Short, 2003/09/05
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