On 07.04.2013 13:38, Michael T. Pope wrote: > On Sun, 7 Apr 2013 09:12:14 AM Michael Vehrs wrote: > >> On 29.03.2013 13:25, Michael T. Pope wrote: >> >>> On Fri, 29 Mar 2013 10:01:57 AM Michael Vehrs wrote: >>> >>>> As far as I can tell, the generalized production code mostly works. >>>> >>> The backward compatibility is flakey. If I bring up my standard test game >>> none of the building production works. The colony tiles look good though. >>> >> Is that an 0.10.x game? Can I have a copy? What's the problem exactly? >> > Yes. Attached. On the colony panel the units appear in the buildings but do > not have any production assigned to them, nor does any occur if you end turn. > As of git.e764403 units on ColonyTiles are doing the same thing now, so at > least consistency has been achieved. > > Cheers, > Mike Pope >
I assume this is due to not setting the production type from the work type of units present in the case of old save games. If so, it should be trivial to fix. Regards Michael ------------------------------------------------------------------------------ Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis & visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter _______________________________________________ Freecol-developers mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/freecol-developers
