On 12.02.2013 13:35, Michael T. Pope wrote: > On Mon, 11 Feb 2013 04:35:49 PM Michael Vehrs wrote: > >> I admit I did not explain that properly. Some time ago, there was an >> improvement request, either on the tracker or the developer list, to >> allow switching the production (specifically, the secondary production) >> of the colony center tile from furs to lumber. If we want to allow that, >> we need to make the workplace remember its production type, since there >> is no unit present to do so. The same is true of buildings, which should >> remember the selected production type even if no units are present. >> > OK. That makes sense. So, do we allow a work locations to have implicit > production (like the current Church/crosses) which can differ from the > production of a unit present? Further, in work locations that allow multiple > units, can each unit have distinct production? > > Cheers, > Mike Pope >
That would allow for maximum flexibility. I am inclined to handle these cases pragmatically. Implement them if it's not too much work. First, I'll try to get the salt fish production to work. Regards Michael ------------------------------------------------------------------------------ Free Next-Gen Firewall Hardware Offer Buy your Sophos next-gen firewall before the end March 2013 and get the hardware for free! Learn more. http://p.sf.net/sfu/sophos-d2d-feb _______________________________________________ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers