[Freeciv-Dev] [bug #16962] Should civ1 ruleset have its own cities.ruleset?

2010-10-27 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16962

 Summary: Should civ1 ruleset have its own cities.ruleset?
 Project: Freeciv
Submitted by: jtn
Submitted on: Wednesday 10/27/10 at 14:26
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Need Info
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.2.0
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

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Details:

Currently, there's no data/civ1/cities.ruleset. This means that the civ1
ruleset picks up data/default/cities.ruleset.

The behaviour of the default ruleset has changed relatively recently. Between
2.1.x and 2.2.x, the restriction on minimum city size for scientists/taxmen
was removed from the default ruleset but not from civ2. However, civ1 picked
up the removal of the restriction. Was this intentional?

Unfortunately, I'm not familiar with the civ1 rules we're trying to emulate.

The history is:
* S1_14: everything is hardcoded; in all rulesets, specialists
{elvis,scientist,taxman} affect {luxury,bulbs,gold} with bonuses {2,3,3} and
minimum sizes {0,5,5}.
* S2_0: same behaviour, but bonus magnitude and minimum size now comes from
cities.ruleset (but all three of default/civ1/civ2 share the same
cities.ruleset)
* S2_1: specialists now use effect system; civ1/civ2 *changed* to use bonus
{2,2,2} in [r10475
http://svn.gna.org/viewcvs/freeciv?view=revrevision=10475], PR#8759
http://bugs.freeciv.org/Ticket/Display.html?id=8759 (no rationale given);
min sizes remain as before
* S2_2: default (and civ1) minimum sizes *changed* to {0,0,0} in r11983
http://svn.gna.org/viewcvs/freeciv?view=revrevision=11983, PR#17170
http://bugs.freeciv.org/Ticket/Display.html?id=17170 (no rationale given);
civ2 remains at {0,5,5}

This is causing a problem for me in patch #2050: I'm describing the effects
of specialists in hand-written helptext in cities.ruleset, which leads to the
wrong text being displayed for civ1.ruleset. (Obviously it would be better to
autogenerate the text describing the effects, but I don't think I'm going to
manage that.)

Unless anyone objects, I'll create civ1/cities.ruleset with the 2.1.x
behaviour, aiming for 2.3.0 (and leave 2.2.x with its current anomalous
behaviour?).




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[Freeciv-Dev] [bug #16962] Should civ1 ruleset have its own cities.ruleset?

2010-10-27 Thread pepeto

Follow-up Comment #1, bug #16962 (project freeciv):

Also civ1's parameters.vision_reveal_tiles should be FALSE, according to
default's cities ruleset. I forgot to report this one I observed when working
on a patch I never finished.


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[Freeciv-Dev] [bug #16962] Should civ1 ruleset have its own cities.ruleset?

2010-10-27 Thread Jacob Nevins

Follow-up Comment #2, bug #16962 (project freeciv):

Indeed, just noticed that. This came in between S2_1 and S2_2 (r13093
http://svn.gna.org/viewcvs/freeciv?view=revrevision=13093, PR#39370
http://bugs.freeciv.org/Ticket/Display.html?id=39370), and indeed the PR
has evidence that the real Civ1 had non-vision_reveal_tiles behaviour. That's
a point in favour of this being an oversight.

I intend to just copy over civ2/cities.ruleset to civ1/cities.ruleset; this
will fix all these things. Perhaps I should do this on S2_2 as well, after
all?

(The other difference between default and civ2 is that default has an
ElectricAge city style (starting at Automobile and ending at Rocketry),
whereas civ2 has an additional Renaissance city style (starting at
University), for which there are no graphics in supplied tilesets (so
Industrial is used instead). This is more or less cosmetic, though. All
relevant techs exist in all relevant rulesets.)

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