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[Freeciv-Dev] Re: (PR#8483) killstack patch (fix 2)
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[Freeciv-Dev] Re: (PR#8483) killstack patch (fix 2)

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To: molv@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#8483) killstack patch (fix 2)
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 12 Apr 2004 11:31:29 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8483 >

LoboGris wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8483 >
> 
> Description: optional killstack
>     If this is set to 1, all units in the same tile of a killed unit will
> be killed (unless they are on a fortress, airbase or city). This is the
> freeciv default.
> If this options is set to 0, units are killed one by one,
> except by nuclear weapons, of course.
> 
> Observation: common/packets.def was modified. Don't forget to run
> common/generate_packets.py after patch applied.
> 
> Fixes since fix 1:
> - Only killstack is here. damage has been removed.
> - client now has awareness of this option (client/packhand.c)
> - Check of valid killstack value when loading rulesets. If not valid,
>    killstack is enabled (the default).
> - history/game.rulesets now has this option.

You need a new network capability.  Either a manditory one added to 
capstr.c or an add-cap descriptor on the field in packets.def.

jason




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