Ticket #1521 (new enhancement)
[PATCH] Allow proper technology queueing
|Reported by:||Deiz||Owned by:||Deiz|
|Priority:||Nice to Have||Milestone:||Backlog|
|Component:||UI & Simulation||Keywords:||patch review|
Currently, a technology that supersedes another can only be researched if its predecessor has been completed.
It seems fairly common for players to leave the mining techs alone until the town phase (at which point there are two pairs available). I do similarly with the infantry techs, quickly researching both pairs before sending off an army.
In light of this, and the way that a tech's successor(s) will immediately appear after you begin researching it, I think queuing is desirable.
My patch adds the ability to queue a technology if a technology that it supersedes is being researched at the same building. The inverse of this is also implemented, for removing a tech from the queue.
As an example: If you're in the city phase, you can queue a tech from each of the three mining tech pairs. If you remove the tech from the second pair, the techs from pairs two and three will be dequeued, but the tech from pair one will be left to complete.
I also fixed a bug that occurred when a building was destroyed while researching (would attempt to get the technology manager for an invalid player).