Complete.Org: Mailing Lists: Archives: freeciv-dev: September 2003:
[Freeciv-Dev] Re: (PR#5568) add I_DEMOLISHED Impr_Status
Home

[Freeciv-Dev] Re: (PR#5568) add I_DEMOLISHED Impr_Status

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5568) add I_DEMOLISHED Impr_Status
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Fri, 12 Sep 2003 17:41:29 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Fri, 12 Sep 2003, Mike Kaufman wrote:
> WARNING: proposal for reducing modpack flexibility discussed below. Read if
> you care about such.
...
> frankly I hate the idea of survivable effects. In fact, how's about this:
> Right now there are two (2) surviving effects in all the rulesets. They
> would be Enable_Space and Enable_Nuke. These are both World-ranged effects
> and are the whole reason there is this mess. Would it be simpler to just
> special case these two properties? I foresee:
>
> game.can_space = bool
> game.can_nuke = bool
...
> In the absolutely simplest case, we have the (immediate) effects
> Enable_Space and Enable_Nuke, which are active as soon as the improvement
> (or tech etc) is built and then are deleted soon afterwards. The only work
> they do is to flip game.can_space and game.can_nuke to TRUE

Despite being a modpack-fanatic, I agree with this restriction. I never
liked free-floating effects, either.

Also, even if someone saw some real use for such a feature, it can always
be implemented _later_.

  - Per




[Prev in Thread] Current Thread [Next in Thread]