Complete.Org: Mailing Lists: Archives: freeciv-dev: July 2004:
[Freeciv-Dev] Re: (PR#8877) Re: patch: design for generalized specialist
Home

[Freeciv-Dev] Re: (PR#8877) Re: patch: design for generalized specialist

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] Re: (PR#8877) Re: patch: design for generalized specialists
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 20 Jul 2004 06:47:26 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8877 >

Per I. Mathisen wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8877 >
> 
> Very interesting patch. Would really like to see specialists being able
> to produce primary resources as well.
> 
> The AI part of this patch clashes totally with the eff patch. So ignore
> the AI for now, and make a new version of the patch after eff is in.
> 
> The #if 0 parts have to go.
> 
> Missing function headers.

This patch isn't intended to be committed, but to allow testing and to 
show the changes that need to be made.  Those changes should (and have 
been for a while) be made in their own patches.  Cleaning up the tileset 
stuff was a major patch on its own, as will be the CM fixes.

jason




[Prev in Thread] Current Thread [Next in Thread]
  • [Freeciv-Dev] Re: (PR#8877) Re: patch: design for generalized specialists, Jason Short <=