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Bug #870579
closedRemove useless "*StartUnit" roles
0%
Description
Actually, only the first "*StartUnit" role has any game meaning. Abundance of the roles in supplied units.ruleset
files spawned the belief that they are used by the AI; they are not and are not going to be, that's why starting roles were separated from game ones in the first place. Only So, remove the non-first specifications of the roles from all the rulesets.
(Side note for further tickets: why at all do the starting letters need some associated roles hard to remember? There could be just starting_unit_letter = "w"
parameter. Currently, the only non-starting function that cares starting units, give_midgame_initial_units
, relies on just 'k' letter. Also, we can't now give separate but optable out kings for nations like it's done in CivIII.)
Updated by Marko Lindqvist almost 3 years ago
I think they make a difference depending on what techs player knows, i.e., when 'techlevel' server setting > 0.
Updated by Marko Lindqvist almost 3 years ago
But you are right that those roles should be reviewed, and quite possibly limited to just one unit with a given role in the supplied rulesets. The history of the assigned roles is that when "*StartUnit" roles were separated from other roles and flags, they were blindly given to any unit with the base role or flag to not make any behavior change in that point. They have not been carefully thought.
Updated by Alexandro Ignatiev almost 3 years ago
Yes, 'techlevel' is what I've missed. Actually, I have never started at a level allowing Feudalism or Magnetism (earliest classic ruleset techs that change something here), but a scenario may grant some higher era start. So maybe we really can't delete some flags in published versions (but e.g. Archers don't obsolete Warriors while having the same starting role and obsoleted by the same unit, so the redundant ones do exist).
Updated by Marko Lindqvist about 2 years ago
- Sprint/Milestone changed from 2.6.3 to 2.6.4
Updated by Marko Lindqvist about 2 years ago
- Sprint/Milestone changed from 2.6.4 to 2.6.5
Updated by Marko Lindqvist almost 2 years ago
- Sprint/Milestone changed from 2.6.5 to 2.6.6
Updated by Marko Lindqvist over 1 year ago
- Sprint/Milestone changed from 2.6.6 to 3.0.1
Updated by Marko Lindqvist 12 months ago
- Sprint/Milestone changed from 3.0.1 to 3.0.2
Updated by Marko Lindqvist 10 months ago
- Sprint/Milestone changed from 3.0.2 to 3.0.3
Updated by Marko Lindqvist 8 months ago
- Category set to Rulesets
- Sprint/Milestone changed from 3.0.3 to 3.0.4
Updated by Marko Lindqvist 7 months ago
- Sprint/Milestone changed from 3.0.4 to 3.0.5
The main reason this ticket has not gone forward is that going through all rulesets in all branches is a bit big task to start when you would have just a short moment available. So maybe we turn this to a meta-ticket in 3.0.5 cycle, and go forward just one ruleset / ticket at a time.
Updated by Marko Lindqvist 6 months ago
civ2civ3/sandbox -> https://osdn.net/projects/freeciv/ticket/45878
Updated by Marko Lindqvist 5 months ago
classic (+ derived?) -> https://osdn.net/projects/freeciv/ticket/45984
Updated by Marko Lindqvist 5 months ago
- Sprint/Milestone changed from 3.0.5 to 3.1.0
Subtickets already targeted to 3.1, so changing this one too.
Updated by Marko Lindqvist 4 months ago
- Assignee set to Marko Lindqvist
I don't think we are going to touch "compatiblity" rulesets civ1/civ2, so the current two child tickets are all we need. Right?
Going to close this one when the latter child gets closed.
Updated by Alexandro Ignatiev 4 months ago
Marko Lindqvist wrote in #note-15:
I don't think we are going to touch "compatiblity" rulesets civ1/civ2, so the current two child tickets are all we need. Right?
Well, in a ruleset with tech tree allowing any holes there is, theoretically, an option for almost any starting unit types to be relevant in a scenario, right? Then we can let them be.