New pop-unit nationality feature hard-codes behaviours that should be specified by rulesets?
Reply To (Anonymous)
5f95edf546a13866a3361363136966ea08dee6ee
This refers to https://www.hostedredmine.com/issues/866911 - which is in S3_1 too.
If we settle that we should add a ruleset option in 3.2, what should we do with 3.1 (d3f)? Revert the patch from there, or have the weird update path: 3.0 -> 3.1 update forces the change to rules, 3.1 -> 3.2 update keeps 3.1 behavior, but users have the choice to manually change it back to 3.0 behavior in 3.2.
Reply To cazfi
If we settle that we should add a ruleset option in 3.2, what should we do with 3.1 (d3f)?
That's something that we want to have in its final freeciv-3.1 form in beta1.
Reply To cazfi
Revert the patch from there
Complete revert is not much of an option - we want to keep the refactoring, upon which also other things have been built. I'm for the small code change of not setting unit nationality based on this new code in S3_1.
Proposed master patch adds the ruleset setting, S3_1 patch makes units to always have their builder's nationality again
This is a question which, if the answer is yes, then it qualifies as a bug in my opinion.
5f95edf546a13866a3361363136966ea08dee6ee "Build units with a nationality of the citizens spent on them" Does this hard-code on the server that making Settlers/Migrants while having dominant foreign population, FORCES a ruleset to make foreign units? If so, shouldn't this behaviour be optionally regulated by a server option? Because it would BREAK the behaviour of existing rulesets? Also this is more of a question, but I'm baffled what it does if the foreigners are enemy nationality as a result of recent conquest.
Like I said, not bugs but questions!