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[Freeciv-Dev] Re: (PR#7250) auto-settlers won't build mines over irrigat
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[Freeciv-Dev] Re: (PR#7250) auto-settlers won't build mines over irrigat

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#7250) auto-settlers won't build mines over irrigation
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Mon, 17 May 2004 22:25:35 -0700
Reply-to: rt@xxxxxxxxxxx

<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.




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