[Freeciv-Dev] [patch #4649] Use gen-move compliant bodyguard filter

2014-06-26 Thread Emmet Hikory
Update of patch #4649 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22237] dai_is_unit_tired_waiting_boat() checks tile identity rather than continent identity

2014-06-26 Thread Emmet Hikory
Update of bug #22237 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4852] Clean up flag restriction documentation

2014-06-26 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4852

 Summary: Clean up flag restriction documentation
 Project: Freeciv
Submitted by: persia
Submitted on: Thu 26 Jun 2014 07:28:00 PM JST
Category: docs
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

We've changed some flags, and not updated the docs to reflect this.

In S2_5, Airbase became a userflag.

In trunk, IgTer lost nativity restrictions.

patches attached



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File Attachments:


---
Date: Thu 26 Jun 2014 07:28:01 PM JST  Name:
clean-up-flag-restriction-documentation.patch  Size: 781B   By: persia

http://gna.org/patch/download.php?file_id=21156
---
Date: Thu 26 Jun 2014 07:28:01 PM JST  Name:
remove-airbase-from-README.rulesets.S2_5.patch  Size: 628B   By: persia

http://gna.org/patch/download.php?file_id=21157

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[Freeciv-Dev] [patch #4853] Gen-move support for autoexplorers

2014-06-26 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4853

 Summary: Gen-move support for autoexplorers
 Project: Freeciv
Submitted by: persia
Submitted on: Thu 26 Jun 2014 07:30:34 PM JST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Autoexplorers had hardcoded determination of boundary conditions for areas
suitable for exploration.  The logic turns out to be easily adjusted to
consider nativity directly, rather than using the hardcoded values.





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File Attachments:


---
Date: Thu 26 Jun 2014 07:30:34 PM JST  Name:
gen-move-support-for-autoexplorers.patch  Size: 4kB   By: persia

http://gna.org/patch/download.php?file_id=21158

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[Freeciv-Dev] [patch #4854] Un-hardcode safe house discovery

2014-06-26 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4854

 Summary: Un-hardcode safe house discovery
 Project: Freeciv
Submitted by: persia
Submitted on: Thu 26 Jun 2014 07:36:45 PM JST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Digging through the history, it appears the behaviour difference for bored
units in dai_military_attack() where sea-based units always went home and land
based units did interesting things was introduced in r566 with the intent of
sending bored ferries and wounded warships home.

Logic adjusted to current semantics to determine ferries, and a WAG for
woundedness introduced to generalise this behaviour for any unit with nothing
special to do.

I wonder if movement rate wasn't part of the consideration: do others think
that only units that are fast should try to find a save haven for
recuperation, whereas slow units would do better to just get on with the
job, expecting to heal in the field?



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File Attachments:


---
Date: Thu 26 Jun 2014 07:36:45 PM JST  Name:
un-hardcode-safe-house-discovery.patch  Size: 1kB   By: persia

http://gna.org/patch/download.php?file_id=21159

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[Freeciv-Dev] [patch #4855] Allow amphibious unit for kill_something_with()

2014-06-26 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4855

 Summary: Allow amphibious unit for kill_something_with()
 Project: Freeciv
Submitted by: persia
Submitted on: Thu 26 Jun 2014 07:48:22 PM JST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

kill_something_with() (and the embedded process_attacker_want) restricted
itself to units that were UMT_LAND or UMT_SEA.  The attached patch generalises
this, although not completely.

Entirely gen-move compliant fixes are using unit nativity rather than
move_type and a shore boolean to determine if one can reach a target, and
using the potential_charges cache from gen-move bodyguards to determine if one
can chase a target (rather than a matching move_type).

A reasonably future-safe change was using dai_is_ferry_type() to determine if
the unit in question was a ferry, rather than checking UMT_SEA: the underlying
function still uses adv.sea_move and adv.land_move, but this change
centralises that logic.

In other cases, I defaulted to adv.sea_move and adv_land_move temporarily, as
this data is more reliable for UMT_BOTH units than the assumptions usually
carried by that move_type.  While this does introduce more use of this data,
the results using these values are more accurate than with move_type for
scenarios with complex nativity.  I hope to remove these entirely over time,
but understanding that enough to do it properly doesn't fit in this patch.



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File Attachments:


---
Date: Thu 26 Jun 2014 07:48:22 PM JST  Name:
allow-amphibious-unit-for-kill_something_with.patch  Size: 9kB   By: persia

http://gna.org/patch/download.php?file_id=21160

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[Freeciv-Dev] [patch #4856] Remove unused AI channel cache

2014-06-26 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4856

 Summary: Remove unused AI channel cache
 Project: Freeciv
Submitted by: persia
Submitted on: Thu 26 Jun 2014 09:28:46 PM JST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

dai_is_channel() and associated data is no longer used by the AI: this should
have been part of patch #4643, but I missed it.



___

File Attachments:


---
Date: Thu 26 Jun 2014 09:28:46 PM JST  Name:
remove-unused-ai-channel-cache.patch  Size: 5kB   By: persia

http://gna.org/patch/download.php?file_id=21161

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[Freeciv-Dev] [patch #4799] Unhardcode IgWall

2014-06-26 Thread Marko Lindqvist
Update of patch #4799 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4844] TECH_LOG to default AI

2014-06-26 Thread Marko Lindqvist
Update of patch #4844 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4857] Move tech_want data to default AI

2014-06-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4857

 Summary: Move tech_want data to default AI
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 26 Jun 2014 09:15:09 PM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

tech_want is not used by server common code. Move it from player.ai_common to
default ai specific structure.



___

File Attachments:


---
Date: Thu 26 Jun 2014 09:15:09 PM EEST  Name: AiTechWant.patch.bz2  Size: 8kB 
 By: cazfi

http://gna.org/patch/download.php?file_id=21162

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[Freeciv-Dev] [patch #4843] Remove obsolete lcmessage.m4

2014-06-26 Thread Marko Lindqvist
Update of patch #4843 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4846] Alien documentation pointers to description

2014-06-26 Thread Marko Lindqvist
Update of patch #4846 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4858] Use terrain_class rather than move_type in AI

2014-06-26 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4858

 Summary: Use terrain_class rather than move_type in AI
 Project: Freeciv
Submitted by: persia
Submitted on: Fri 27 Jun 2014 05:15:07 AM JST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

The AI currently uses move_type selectors when selecting attackers,
bodyguards, hunters, and settlers.  The attached patch replaces these
selectors with ones based on the terrain_class, and confirms the unit can move
on at least some terrain in that class (using the adv.land_move and
adv.sea_move caches).

This doesn't actually fix any of the core nativity issues, but it does mean
that UMT_BOTH units that otherwise meet the selection criteria are more likely
to be considered acceptable for the role, so in rulesets with limited nativity
extensions (undersea tunnels, tanks that can drive over lakes, riverboats,
cantilevered bridges, etc.), the AI will continue to be able to select
suitable units for these roles.

All of this code ought be replaced in the future with a real solution to the
nativity problems inherent in these constructions, but this should improve
things in the short term.




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File Attachments:


---
Date: Fri 27 Jun 2014 05:15:07 AM JST  Name:
use-terrain_class-rather-than-move_type-in-AI.patch  Size: 12kB   By: persia

http://gna.org/patch/download.php?file_id=21163

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[Freeciv-Dev] [patch #4745] Configure check for libxml2

2014-06-26 Thread Marko Lindqvist
Update of patch #4745 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22230] pf_normal_map_move_cost crash

2014-06-26 Thread pepeto
Update of bug #22230 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = pepeto 
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4820] Use parameter-based hash table instead of unittype-based array for pf_reserve_map

2014-06-26 Thread pepeto
Update of patch #4820 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4821] Do not consider harmless units in assess_danger()

2014-06-26 Thread pepeto
Update of patch #4821 (project freeciv):

  Status: In Progress = None   
 Assigned to:  pepeto = None   


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[Freeciv-Dev] [patch #4858] Use terrain_class rather than move_type in AI

2014-06-26 Thread Emmet Hikory
Follow-up Comment #1, patch #4858 (project freeciv):

In autogame testing with the Classic ruleset, this seems to cause the AI to
use a much wider variety of units.  Especially noteworthy is the use of
Helicopters and Stealth Fighters in the late game, units which previously the
AI mostly ignored (but which can be very good for certain types of roles).

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[Freeciv-Dev] [patch #1342] Unit type negated requirements

2014-06-26 Thread Emmet Hikory
Update of patch #1342 (project freeciv):

  Status:None = Wont Do
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Trunk doesn't really support nreqs anymore (see patch #4679).  This should be
done as part of patch #1339.

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[Freeciv-Dev] [bug #22235] Add rule_name for ruthenian.ruleset (now Kievan Rus')

2014-06-26 Thread Jacob Nevins
Update of bug #22235 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22238] civ2civ3: buildings with old obsolete_by syntax

2014-06-26 Thread Jacob Nevins
Update of bug #22238 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [task #7808] Backport nations from trunk to S2_5

2014-06-26 Thread Jacob Nevins
Update of task #7808 (project freeciv):

   Should be Finished on: Sat 07 Jun 2014 00:00:00 BST = Mon 30 Jun 2014
00:00:00 BST
  Status:None = Ready For Test 
Percent Complete:  0% = 80%

___

Follow-up Comment #3:

Attached is the patch series I plan to apply to S2_5 after 36h has elapsed. (I
hope people don't mind me providing it in this form rather than uploading
patches to the individual tickets.)

It's the same as trunk except for tweaks necessary to do with commits
happening in a different order, style=city_style, and merging later changes
to a nation with the original patch adding it.

It doesn't contain binary files (flag images); these are the same as trunk.

(file #21165)
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Additional Item Attachment:

File name: S2_5-nations-pullup.mbox.bz2   Size:57 KB


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[Freeciv-Dev] [bug #22191] civ2civ3: granary reduces the waste of food by distance

2014-06-26 Thread Marko Lindqvist
Update of bug #22191 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3318] Lycian nation

2014-06-26 Thread Jacob Nevins
Update of patch #3318 (project freeciv):

 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [patch #3317] Italian Greek nation

2014-06-26 Thread Jacob Nevins
Update of patch #3317 (project freeciv):

 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [patch #3298] Carantanian nation

2014-06-26 Thread Jacob Nevins
Update of patch #3298 (project freeciv):

 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [patch #3315] Dacian nation

2014-06-26 Thread Jacob Nevins
Update of patch #3315 (project freeciv):

 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [bug #20081] Redundant cities in han.ruleset

2014-06-26 Thread Jacob Nevins
Update of bug #20081 (project freeciv):

 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [patch #4291] Khoisan nation

2014-06-26 Thread Jacob Nevins
Update of patch #4291 (project freeciv):

 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [patch #3279] Rusyn nation

2014-06-26 Thread Jacob Nevins
Update of patch #3279 (project freeciv):

 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [bug #21087] Non-ASCII character in rusyn.ruleset

2014-06-26 Thread Jacob Nevins
Update of bug #21087 (project freeciv):

 Planned Release:   2.6.0 = 2.5.0, 2.6.0   


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[Freeciv-Dev] [bug #22235] Add rule_name for ruthenian.ruleset (now Kievan Rus')

2014-06-26 Thread Jacob Nevins
Update of bug #22235 (project freeciv):

 Planned Release:   2.6.0 = 2.5.0, 2.6.0   


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[Freeciv-Dev] [patch #4292] Formosan nation

2014-06-26 Thread Jacob Nevins
Update of patch #4292 (project freeciv):

 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [patch #4835] Sdl2-client Coding Style corrections

2014-06-26 Thread Marko Lindqvist
Update of patch #4835 (project freeciv):

  Status:  Ready For Test = In Progress

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Follow-up Comment #2:

One set committed, leaving ticket open as there's probably more to come.

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[Freeciv-Dev] [patch #4851] Worker task protocol

2014-06-26 Thread Marko Lindqvist
Update of patch #4851 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22236] Flag swapping for Barbarians Pirates ?

2014-06-26 Thread Marko Lindqvist
Update of bug #22236 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release: = 2.5.0, 2.6.0   

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Follow-up Comment #1:

Not using Jolly Roger for Pirates has long bothered me, but simply swapping
the flags has not occurred to me. Sounds like a good idea. As this is only
renaming the .png files around (which does not always go smoothly with svn,
but doing it as multiple separate commits should work), there's no patch
files, but consider 36h review period started. 

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[Freeciv-Dev] [bug #22228] scenario earth-160x90-v2 wrong topology

2014-06-26 Thread Marko Lindqvist
Update of bug #8 (project freeciv):

  Status:None = Ready For Test 


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[Freeciv-Dev] [bug #22228] scenario earth-160x90-v2 wrong topology

2014-06-26 Thread Marko Lindqvist
Follow-up Comment #4, bug #8 (project freeciv):

I don't think it should have ISO in gamestart setting value either. Attached
version of the patch makes it too just WRAPX.

Note that the problem wasn't actually in conversion between freeciv version
formats (no bug there) but in the fact that the scenario was not defining
topology at all - using what ever is the default. Freeciv default used to be
non-iso, now it's iso.

(file #21166)
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Additional Item Attachment:

File name: EarthNoniso.patch  Size:0 KB


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[Freeciv-Dev] [patch #4822] Use requirements_vector for effects

2014-06-26 Thread Emmet Hikory
Update of patch #4822 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: 2.6 = 2.6.0  

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Follow-up Comment #1:

And now all the dependencies have landed (and it has been updated over patch
#4799).  Autogame testing shows no differences with this over r25280 vs.
r25280 alone, so it should be safe to apply.

(file #21167)
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File name: use-requirements-vector-for-effects.patch Size:25 KB


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[Freeciv-Dev] [bug #22228] scenario earth-160x90-v2 wrong topology

2014-06-26 Thread Marko Lindqvist
Follow-up Comment #5, bug #8 (project freeciv):

S2_4 is ok - savegame.c (loading pre-2.3 savegame) defaults to ORIGINAL_TOPO
instead of DEFAULT_TOPO.

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[Freeciv-Dev] [patch #4821] Do not consider harmless units in assess_danger()

2014-06-26 Thread Emmet Hikory
Update of patch #4821 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = persia 

___

Follow-up Comment #3:

I was looking forward to this, so I'll rebase and continue.  Feel free to take
it back if you want it.

Unfortunately, the logic isn't currently amenable to merging with that in
is_square_threatened(), as in the case of assess_danger, we're also concerned
about being able to take over cities, and in is_square_threatened, we don't
care, causing the booleans to hard to reconcile.  This is a useful
optimisation even without flag consolidation and cleanup, and there's enough
other places that we examine threats that it makes sense to have a separate
patch to consolidate that in the future.

The attached patch is mostly pepeto's: I've rebased it over my work from patch
#4831 and added the UTYF_DIPLOMAT check.

(file #21168)
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Additional Item Attachment:

File name: pepeto-assess-danger.patch Size:2 KB


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[Freeciv-Dev] [patch #4859] Alien ruleset unit move rates

2014-06-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4859

 Summary: Alien ruleset unit move rates
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 27 Jun 2014 03:55:35 AM EEST
Category: rulesets
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

Some units in alien ruleset are just too slow. Especially Ship  Destroyer
speed is causing player to be able to explore only tiny fraction of the world
(and meet other player's to make things more interesting) until mid-game (then
amphibious units at least go directly to where they want instead of taking
long routes along the coasts.

Attached patch increases unit move rates, so that
Ship: 3
Destroyer: 4 (this means that it's the faster than any later amphibious unit)
Light Saucer: 3
Bomb Saucer: 2




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File Attachments:


---
Date: Fri 27 Jun 2014 03:55:35 AM EEST  Name: AlienMoveRates.patch  Size: 1kB 
 By: cazfi

http://gna.org/patch/download.php?file_id=21169

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[Freeciv-Dev] [bug #22240] Help still claims infitite movement for No_Bonus road type

2014-06-26 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?22240

 Summary: Help still claims infitite movement for No_Bonus
road type
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 27 Jun 2014 04:42:02 AM EEST
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0, 2.6.0

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Details:

Alien ruleset road type Tunnel does not provide any movement speed bonuses,
but has move_cost set to 0. It's help shows: 
Allows infinite movement.




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[Freeciv-Dev] [patch #4860] Alien: Make Tunnels available from Smart Aliens already

2014-06-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4860

 Summary: Alien: Make Tunnels available from Smart Aliens
already
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 27 Jun 2014 04:49:43 AM EEST
Category: rulesets
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

The big problem is that simple-to-manage Ocean cities are getting to big role
while land cities are still struggling to get even connected. Attached patch
improves things a bit for land cities by making Tunnel available earlier.



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File Attachments:


---
Date: Fri 27 Jun 2014 04:49:43 AM EEST  Name: EarlyTunnel.patch  Size: 2kB  
By: cazfi

http://gna.org/patch/download.php?file_id=21170

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