Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.
http://bugs.freeciv.org/Ticket/Display.html?id=39935 > Thanks for confirming, not-a-bug! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.
http://bugs.freeciv.org/Ticket/Display.html?id=39935 > On Tue, 2007-12-11 at 05:06 -0800, Erik Johansson wrote: > http://bugs.freeciv.org/Ticket/Display.html?id=39935 > > > Civ II Manual, SETTLERS & ENGINEERS, page 114: > > Freeciv isn't Civ II, so it works prefectly in freeciv. > > Civ2 rulset: > [unit_engineers] > pop_cost = 1 > > default rulset: > [unit_engineers] > pop_cost = 0 i see :) last time i played (with engineers) it was the civ2 ruleset, i probably didnt realise it wasnt default. kk ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.
http://bugs.freeciv.org/Ticket/Display.html?id=39935 > William Allen Simpson wrote: > http://bugs.freeciv.org/Ticket/Display.html?id=39935 > > > Erik Johansson wrote: >> Civ2 rulset: >> [unit_engineers] >> pop_cost = 1 >> >> default rulset: >> [unit_engineers] >> pop_cost = 0 >> > I am already aware of this, and I presume Egor is as well, as he wrote: > >"I'm dancing with civ2 ruleset now, so this is my reason of fail." > > Could somebody look at the code? Or even find the code? I've tried to > figure out disbanding cities (PR#39373), I was unable to fix it. And > Marko had an earlier report, too. A quick runthrough with civ2 ruleset and techlevel set to 5000 shows that cities are disbanded properly when engineers are built. -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.
http://bugs.freeciv.org/Ticket/Display.html?id=39935 > Erik Johansson wrote: > Civ2 rulset: > [unit_engineers] > pop_cost = 1 > > default rulset: > [unit_engineers] > pop_cost = 0 > I am already aware of this, and I presume Egor is as well, as he wrote: "I'm dancing with civ2 ruleset now, so this is my reason of fail." Could somebody look at the code? Or even find the code? I've tried to figure out disbanding cities (PR#39373), I was unable to fix it. And Marko had an earlier report, too. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.
http://bugs.freeciv.org/Ticket/Display.html?id=39935 > On Dec 11, 2007 10:05 AM, William Allen Simpson <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39935 > > > Jason Dorje Short wrote: > > But engineer doesn't take population. It's not a bug. Nor is there > > anything that needs fixing, unless someone finds some part of the > > documentation that doesn't differentiate worker-type from settler-type > > units. > > > Civ II Manual, SETTLERS & ENGINEERS, page 114: Freeciv isn't Civ II, so it works prefectly in freeciv. Civ2 rulset: [unit_engineers] pop_cost = 1 default rulset: [unit_engineers] pop_cost = 0 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.
http://bugs.freeciv.org/Ticket/Display.html?id=39935 > Jason Dorje Short wrote: > But engineer doesn't take population. It's not a bug. Nor is there > anything that needs fixing, unless someone finds some part of the > documentation that doesn't differentiate worker-type from settler-type > units. > Civ II Manual, SETTLERS & ENGINEERS, page 114: Your civilization produces Settlers and Engineers in the same manner as it does any other unit, with one caveat. When one of these units is completed, the population of the city that produced it is reduced by one point (one citizen on the POPULATION ROSTER), representing the emigration of these pioneers. If a city has only one population point when it completes the task of building a Settlers or Engineer unit, the city disappears when its population is absorbed into the new unit. This is one of the only ways to eliminate a city that is in a poor or inconvenient location. (If that's not working, it's a bug.) ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.
http://bugs.freeciv.org/Ticket/Display.html?id=39935 > William Allen Simpson wrote: > http://bugs.freeciv.org/Ticket/Display.html?id=39935 > > > The city should disband when engineer takes population and abandon is set! > Otherwise, it's a bug. But engineer doesn't take population. It's not a bug. Nor is there anything that needs fixing, unless someone finds some part of the documentation that doesn't differentiate worker-type from settler-type units. -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.
http://bugs.freeciv.org/Ticket/Display.html?id=39935 > The city should disband when engineer takes population and abandon is set! Otherwise, it's a bug. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev