Follow-up Comment #23, patch #2941 (project freeciv):
Thanks. Latest version from Google Code committed as r3.
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Follow-up Comment #9, patch #3131 (project freeciv):
Latest version from Google Code committed as r4.
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URL:
http://gna.org/bugs/?20460
Summary: One cannot upgrade unit (s)he is not able to build
him/herself
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 28 Jan 2013 02:29:33 PM EET
Category: None
Update of bug #20452 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #20460 (project freeciv):
Category:None = general
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Follow-up Comment #1:
Attached savegame is an example how this affects even default rules
1) Bribe Phalanx. You now
Update of patch #3611 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #19994 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
On 2013 Jan 27, at 5:38 PM, Marko Lindqvist wrote:
This would weaken some of the existing concepts - sometimes
happiness rules even seem like culture rules under different name.
I think this is fine, at least until something better comes along.
Capturing cities with superior cultural
On 28 January 2013 18:25, David Lowe doctorjl...@verizon.net wrote:
On 2013 Jan 27, at 5:38 PM, Marko Lindqvist wrote:
Capturing cities with superior cultural influence
is the obvious solution, which many other games have also implemented,
but that wouldn't work well with our existing
URL:
http://gna.org/patch/?3623
Summary: Nationality requirement
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 29 Jan 2013 02:44:20 AM EET
Category: general
Priority: 5 - Normal
Marko Lindqvist writes:
Yes, I think migration has fundamental design flaw in that there's
simply no way for new/small cities to defend themselves against it, so
it's impossible to found new cities near already well established
cities.
It's not completely impossible. I've had some success
URL:
http://gna.org/bugs/?20462
Summary: Illegal requirement types considered None and not
an error
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 29 Jan 2013 02:52:53 AM EET
Category: general
On 29 January 2013 02:50, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
Back to culture: we've got the nationality feature that doesn't do a
lot at the moment. I found this idea somewhat reminiscent of CivIV
culture.
I consider the two concepts separate, though in real life a lot
URL:
http://gna.org/patch/?3624
Summary: Enable Nationality in classic ruleset
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 29 Jan 2013 03:07:04 AM EET
Category: rulesets
Priority: 5 - Normal
URL:
http://gna.org/patch/?3625
Summary: Unit nationality
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 29 Jan 2013 03:39:27 AM EET
Category: general
Priority: 5 - Normal
Status:
Update of patch #3619 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/patch/?3626
Summary: precalc_tech_data() only if ruleset loading success
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 29 Jan 2013 04:00:23 AM EET
Category: general
Priority: 5
Update of patch #1449 (project freeciv):
Depends on: = patch #3626
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Follow-up Comment #1, patch #3625 (project freeciv):
Great! :-)
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