Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.

2007-12-11 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=39935 >

Thanks for confirming, not-a-bug!



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Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.

2007-12-11 Thread Karl Goetz

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




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Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.

2007-12-11 Thread Jason Dorje Short

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



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Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.

2007-12-11 Thread William Allen Simpson

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.



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Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.

2007-12-11 Thread Erik Johansson

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



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Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.

2007-12-11 Thread William Allen Simpson

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.)



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Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.

2007-12-10 Thread Jason Dorje Short

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



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Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.

2007-12-10 Thread William Allen Simpson

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.



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