[Freeciv-Dev] Re: (PR#7250) auto-settlers won't build mines over irrigat
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=7250 >
On Mon, 17 May 2004, Jason Short wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7250 >
>
> > [jdorje - Fri Jan 16 03:14:18 2004]:
> >
> > In the auto-settler code there's a check to see if there's already a
> > conflicting improvement. If so, no new improvement will be built.
> >
> > But this is bad. Say I transform my irrigated grassland into a hills.
> > I want my settlers to build a mine on it. The settlers should take into
> > account the overall effect of the mining (-1 to food, +3 to shields) and
> > count that against the cost of building the improvement. I think this
> > part is already done.
>
> And a patch.
>
> The current behavior is clearly buggy and should be fixed.
FWIW in one civ game I remember putting settlers on auto and they built
mines all over my beautyfully irrigated growth-inducing grasslands. It
might be civ3 though.
- [Freeciv-Dev] Re: (PR#7250) auto-settlers won't build mines over irrigation,
Gregory Berkolaiko <=
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