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[Freeciv-Dev] Re: (PR#9356) Allow different starting units with split te
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[Freeciv-Dev] Re: (PR#9356) Allow different starting units with split te

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#9356) Allow different starting units with split tech trees
From: "Jason Dorje Short" <jdorje@xxxxxxxxxxx>
Date: Mon, 12 Jul 2004 15:29:16 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=9356 >

Per Inge Mathisen wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=9356 >
> 
> This patch enables nations with split tech trees to start the game with
> different starting units. The way it does this is rather crude and simple,
> but it works. First we check if there are any role units matching what we
> want that the player can actually build (eg not Explorer for default,
> since it requires Seafaring). Then if we don't find anything, we check for
> any unit matching this role.

Why not just use best_role_unit_for_player rather than writing a new 
function?  If the modpack author wants a particular unit to be used all 
he has to do is edit the available techs.

jason




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