[Freeciv-Dev] [bug #23074] the number of trade routes exceed the capacity after tech lost
Update of bug #23074 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?23074 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #23074] the number of trade routes exceed the capacity after tech lost
Update of bug #23074 (project freeciv): Category:docs = client Status:None = Ready For Test Planned Release:2.5.0, 2.6.0 = 2.5.0, 2.6.0, 3.0.0 ___ Follow-up Comment #2: README.effects already had the documentation for ruleset authors. Attached patch adds mention to player-facing helptexts too. (file #23587) ___ Additional Item Attachment: File name: TraderoutesMaxDecreaseHelp.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?23074 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #23074] the number of trade routes exceed the capacity after tech lost
Update of bug #23074 (project freeciv): Category:rulesets = docs Planned Release: = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?23074 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #23074] the number of trade routes exceed the capacity after tech lost
URL: http://gna.org/bugs/?23074 Summary: the number of trade routes exceed the capacity after tech lost Project: Freeciv Submitted by: None Submitted on: 2014年12月14日 14時24分54秒 Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.5.0 beta2 Discussion Lock: Any Operating System: None Planned Release: ___ Details: 2.5.0 beta2 classic ruleset 'Magnetism' and 'The Corporation' increase the limit on trade routes. If we lose it, only the capacity of trade routes decrease. It's strange that a city has more trade routes than the capacity. (for example, 4/2 , 4/3 or 3/2) ___ Reply to this item at: http://gna.org/bugs/?23074 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #23074] the number of trade routes exceed the capacity after tech lost
Follow-up Comment #1, bug #23074 (project freeciv): The maximum number of traderoutes limit only establishing new traderoutes. That's intentional design decision to avoid micro-management of re-establishing traderoutes if max is temporarily reduced (especially in such custom rulesets where max is tied to more constantly changing requirement than techs) Leaving the ticket open for considering improvements to documentation. ___ Reply to this item at: http://gna.org/bugs/?23074 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev