URL:
<http://gna.org/bugs/?18394>
Summary: self root_req'd techs are removed, even if a
nation's init_tech lists it
Project: Freeciv
Submitted by: None
Submitted on: Fri 22 Jul 2011 02:59:31 AM UTC
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
Status: None
Assigned to: None
Originator Email: [email protected]
Open/Closed: Open
Release: 2.3.0-beta4
Discussion Lock: Any
Operating System: Microsoft Windows
Planned Release:
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Details:
self root_req'd techs are removed, even if a nation's init_tech lists it
While toying with learning to mod/create custom civ rulesets, I wanted to
create some buildings and units which were unique to specific nations.
According to the default techs.ruleset comments:
; root_req = tech required before acquiring this tech, by any
; means, inherited by all techs that require this tech in turn unless
; "None" is given here explicitly; and you can make a tech available
; only through the init_tech of a nation by making it root_req itself.
However, when I did this, the techs were simply removed from the game and
became unavailable. Even going in to the in-game editor and trying to add the
techs to the nations failed--Upon applying and exiting the editor, the techs
were again removed.
Although I do not know LUA or what it is capable of, I suspect that even
trying to add the techs via a LUA script will also fail, since the editor
can't even add them.
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<http://gna.org/bugs/?18394>
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