Update of patch #5015 (project freeciv): Status: None => Ready For Test Assigned to: None => jtn
_______________________________________________________ Follow-up Comment #1: Fix. In civ2civ3, Industrialization is no longer a requirement for population-based pollution (so contriving to forget that tech will no longer magically clean up your buildings). Other rulesets are unchanged. To retain old behaviour, add a new base effect: [effect_pollu_pop_base] type = "Pollu_Pop_Pct_2" value = -100 and for every tech that had the 'Population_Pollution_Inc' flag, add an effect with value 25: [effect_pollu_pop_automobile] type = "Pollu_Pop_Pct_2" value = 25 reqs = { "type", "name", "range" "Tech", "Automobile", "Player" } (Also you probably want to add a helptext to these texts, since the automatically generated one has gone away.) (file #21835) _______________________________________________________ Additional Item Attachment: File name: trunk-pollu_pop_pct_2.patch Size:40 KB _______________________________________________________ Reply to this item at: <http://gna.org/patch/?5015> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev