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Feature #846779

Generalize unit type build requirements

Added by Sveinung Kvilhaugsvik almost 3 years ago. Updated about 1 month ago.

Status:
New
Priority:
Normal
Assignee:
-
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.


Related issues

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

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Blocked by Freeciv - Feature #846538: Internal unit type requirement vectorClosed

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Blocks Freeciv - Task #939772: S3_2 datafile format freeze (d3f)New

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History

#1 Updated by Sveinung Kvilhaugsvik almost 3 years ago

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

#2 Updated by Sveinung Kvilhaugsvik almost 3 years ago

#3 Updated by Sveinung Kvilhaugsvik over 2 years ago

#4 Updated by Marko Lindqvist about 1 month 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.

#5 Updated by Marko Lindqvist about 1 month ago

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

#6 Updated by Marko Lindqvist 17 days ago

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