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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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Subject: [Freeciv-Dev] Re: (PR#9356) Allow different starting units with split tech trees
From: "Per Inge Mathisen" <per@xxxxxxxxxxx>
Date: Mon, 12 Jul 2004 15:49:27 -0700
Reply-to: rt@xxxxxxxxxxx

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

On Mon, 12 Jul 2004, Jason Dorje Short wrote:
> > 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.

There may be several available units, and we want the first, not the best.
In the ruleset, units of one role are supposed to be listed in order of
worst to best. I wanted to follow this standard, even though it is not
very good. We can fix that later.

  - Per




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