[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-22 Thread Marko Lindqvist
Update of bug #21403 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-16 Thread Marko Lindqvist
Follow-up Comment #6, bug #21403 (project freeciv): - Do not allow pillage of Auto_On_City_Center extras if they would get rebuilt. - As the code related to checking flags grow, made a separate function of it in TRUNK instead of having duplicate checks (file #19765, file #19766)

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-08 Thread Marko Lindqvist
Update of bug #21403 (project freeciv): Planned Release:2.5.0, 2.6.0 = 2.5.0-beta1, 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?21403 ___ Message sent

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-06 Thread Marko Lindqvist
Follow-up Comment #5, bug #21403 (project freeciv): (destroying railroads before losing city) ...that doesn't allow for this scorched-earth strategy. Hm. It's not a clean rule anyway - something may, or may not, cause the extra pop back up before city then is actually lost. So I think you're

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, bug #21403 (project freeciv): Should it even be possible for units to remove AutoOnCityCenter extras? Since they are liable to pop into existence when a new tech is discovered, I tend to think they should not be removeable. The distinction for me is that AlwaysOnCityCenter

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #3, bug #21403 (project freeciv): Should it even be possible for units to remove AutoOnCityCenter extras? 1) Maybe it's semantics, but unlike with the ALWAYS -flag this should not be hard rule. 2) It's actually right thing to do in some situations. It's *not* guaranteed that

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-04 Thread Jacob Nevins
Follow-up Comment #4, bug #21403 (project freeciv): It's not guaranteed that the extra will pop up back, for example if city has new owner who does not know required tech to rebuild it Good point -- in my world, the can-we-pillage test would have to include would this extra currently be

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-03 Thread Marko Lindqvist
Follow-up Comment #1, bug #21403 (project freeciv): New TRUNK version - Updated against current svn - Moved EF_ALWAYS_ON_CITY_CENTER check inside can_remove_extra() player_can_remove_extra(). This is logically correct place, and also handles the theoretical case that someone has extra removable

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2013-12-30 Thread Marko Lindqvist
URL: http://gna.org/bugs/?21403 Summary: Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers Project: Freeciv Submitted by: cazfi Submitted on: Tue 31 Dec 2013 03:54:15 AM EET Category: general

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2013-12-30 Thread Marko Lindqvist
Update of bug #21403 (project freeciv): Planned Release: 2.6.0 = 2.5.0, 2.6.0 ___ Additional Item Attachment: File name: CenterPillage.patchSize:0 KB File name: CenterPillage-S2_5.patch