K 10 svn:author V 7 freeciv K 8 svn:date V 27 1998-07-14T16:22:32.000000Z K 7 svn:log V 1734 mjd@alphalink.com.au: This change set concerns spies and diplomats, making them operate more in line with Civ II. That is, spies may survive a mission, and units in a bought city are transferred to the new owner etc. Multiple bugs in the code in this area were also fixed. 1. Numerous bug fixes of sabotage/steal code, where messages were being sent incorrectly. 2. Cities were not being razed correctly in diplomat_incite. Now they aren't razed, as per Civ II. 3. get_a_tech is now called in incite as well as in unit_enter_city. After all, buying a city should give you the same opportunity to `discover' new technology as invading the city does. 4. All units (military and non military) are now transferred to the player who purchased the city. Units outside of the city are either deleted, or if in another city, are assigned that city as their homecity. This also cures the current bug, where a unit in a bought city that has a different homecity, remains in the bought city - even though it is now owned by the purchaser. Thus the enemy can simply move out and back in - recapturing the newly bought city. 5. A diplomat now has a chance (ala Civ II) of defeating defending diplomat/spy units in a city. This chance is set via the set diplchance command from the server console. It defaults to a 1/3 chance of the attacking diplomat/spy killing each defending diplomat/spy. 6. Spies (not diplomats) may now survive their mission (ala Civ II). The chance that a spy will be returned to it's home city is also 1/diplchance. This increases the value of spies over diplomats. Patch supplied by Kris Bubendorfer . END