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Feature #846779
closedGeneralize unit type build requirements
0%
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
Updated by Sveinung Kvilhaugsvik about 5 years ago
- Blocked by Feature #846539: Move unit_type's need_improvement to build_reqs added
Updated by Sveinung Kvilhaugsvik about 5 years ago
- Blocked by Feature #846538: Internal unit type requirement vector added
Updated by Sveinung Kvilhaugsvik about 5 years ago
- Blocked by Feature #850503: Internal action "City Build Unit" added
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.
Updated by Marko Lindqvist over 2 years ago
- Blocks Task #939772: S3_2 datafile format freeze (d3f) added
Updated by Marko Lindqvist over 2 years ago
- Blocked by deleted (Feature #850503: Internal action "City Build Unit")
Updated by Marko Lindqvist over 2 years ago
- File 0043-Generalize-unit-type-build-requirements.patch 0043-Generalize-unit-type-build-requirements.patch added
- Status changed from New to Resolved
- Assignee set to Marko Lindqvist
Updated by Marko Lindqvist over 2 years ago
- Status changed from Resolved to Closed