This behavior is ugly(quirk). In my opinion, there should been extra
improvement/wonder to making this units veteran and promoting by battle
should been disabled for this kind of units.
Dnia 2010-06-19, sob o godzinie 02:33 +0200, George Koehler pisze:
> Follow-up Comment #2, patch #1710 (project freeciv):
> This patch would only affect unit that have "Settlers" flag or "Cities" flag
> but lack "NoVeteran" flag. There are no such units in the default ruleset,
> because Workers, Engineers and Settlers have the "NoVeteran" flag.
> This patch would help custom rulesets that remove the "NoVeteran" flag. The
> patch allows the "Veteran_Build" effect (as from Barracks, Barracks II,
> Barracks III or Sun Tzu's War Academy) to affect these units.
> I encountered this problem during Longturn 17 <http://longturn.org/lt-xvii>.
> This game used a 2.1 server, and a custom ruleset that removes the
> "NoVeteran" flag from Workers and from Engineers. Workers became veteran
> through combat ("veteran_raise_chance" in units.ruleset) or through work
> ("veteran_work_raise_chance"), but not through Barracks. I used a city with
> Barracks to build a Workers. I got a green Workers, not a veteran Workers. If
> Longturn 17 would use this patch, then I would get a veteran Workers.
> Veteran levels have the same purpose for both military and non-military
> units. So there is no reason to distinguish military veterans from civilian
> veterans. The only purpose is that a veteran Workers is more difficult to
> kill than a green Workers.
> This is unless the custom ruleset provides a new benefit. Veteran levels in
> Longturn 17 grant extra movement points ("veteran_move_bonus" in
> units.ruleset), so a veteran Workers does work faster than a green Workers.
> This benefit applies equally to military units: my hardened Catapult uses
> these extra movement points to reach the enemy to kill.
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