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Feature #846779

closed

Generalize unit type build requirements

Added by Sveinung Kvilhaugsvik about 5 years ago. Updated over 2 years ago.

Status:
Closed
Priority:
Normal
Category:
General
Sprint/Milestone:
Start date:
Due date:
% Done:

0%

Estimated time:

Description

See Gna patch #1339 ( https://web.archive.org/web/20170307033654/http://gna.org/patch/?1339 )

I don't think a normal requirement vector would work. The tech requirements applies to regular players but barbarians may build a L_BARBARIAN_BUILD_TECH unit when any player has discovered the tech. An action enabler with a city actor could represent this.

Note that a unit type's build requirements is used for more than deciding if a city should be allowed to build it. See the "Upgrade Unit" action enabler and the "Upgrade_Unit" effect.


Files


Related issues

Blocked by Freeciv - Feature #846539: Move unit_type's need_improvement to build_reqsClosedSveinung Kvilhaugsvik

Actions
Blocked by Freeciv - Feature #846538: Internal unit type requirement vectorClosedSveinung Kvilhaugsvik

Actions
Blocks Freeciv - Task #939772: S3_2 datafile format freeze (d3f)ClosedMarko Lindqvist

Actions
Actions #1

Updated by Sveinung Kvilhaugsvik about 5 years ago

  • Blocked by Feature #846539: Move unit_type's need_improvement to build_reqs added
Actions #2

Updated by Sveinung Kvilhaugsvik about 5 years ago

Actions #3

Updated by Sveinung Kvilhaugsvik about 5 years ago

Actions #4

Updated by Marko Lindqvist over 2 years ago

  • Category set to General
  • Sprint/Milestone set to 3.2.0

I've been working towards requirement vector solution, with barbarians having their own special rules in interpreting it.

Actions #5

Updated by Marko Lindqvist over 2 years ago

  • Blocks Task #939772: S3_2 datafile format freeze (d3f) added
Actions #6

Updated by Marko Lindqvist over 2 years ago

Actions #7

Updated by Marko Lindqvist over 2 years ago

Actions #8

Updated by Marko Lindqvist over 2 years ago

  • Status changed from Resolved to Closed

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