[Freeciv-Dev] [patch #3100] Make it possible for units that are not protected by road to travel that road

2012-02-05 Thread Marko Lindqvist
Update of patch #3100 (project freeciv):

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


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[Freeciv-Dev] [patch #3100] Make it possible for units that are not protected by road to travel that road

2012-02-03 Thread Marko Lindqvist
Follow-up Comment #1, patch #3100 (project freeciv):

- Fixed assert failure when tile_move_cost_ptrs() is called without unit
parameter. In such a case road benefits are applied - more often units can use
road than not.

(file #14988)
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Additional Item Attachment:

File name: NativeTunnel_3100-2.diff   Size:8 KB


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[Freeciv-Dev] [patch #3100] Make it possible for units that are not protected by road to travel that road

2012-02-01 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3100

 Summary: Make it possible for units that are not protected by
road to travel that road
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 02 Feb 2012 12:59:18 AM EET
Category: general
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

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Details:

Currently units native_to road can both travel that road and consider any tile
with road native tile (regardless of terrain) Attached patch makes native_to
to mean just that unit can benefit from road - it doesn't automatically mean
that unit can exist in unfriendly terrain thanks to road. Separate road flag
NativeTile is needed to make tiles with road native to units on road.
All this is very similar to how bases are handled.



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File Attachments:


---
Date: Thu 02 Feb 2012 12:59:18 AM EET  Name: NativeTunnel.diff  Size: 9kB  
By: cazfi

http://gna.org/patch/download.php?file_id=14963

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