Update of bug #22415 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #22421 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #22420 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #22416 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #22419 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #22333 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of patch #5008 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of bug #22365 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of patch #5009 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Follow-up Comment #10, patch #4931 (project freeciv):
I think the only change that is notable for the user is that units with more
than 1 turn of fuel really can wait at all refuel points. Sometimes, the
calculation was not done due to a problem of synchronization between the
normal and the
URL:
http://gna.org/bugs/?22433
Summary: civ2civ3: industrialization tech still increases
population pollution
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 03 Aug 2014 12:32:52 BST
Category: rulesets
Follow-up Comment #8, bug #22417 (project freeciv):
Patch done the way persia suggested.
It prevents sea unitclass from building irrigations and mines.
Except for trunk, where sea units can build mines in deep ocean once
Miniaturization is researched.
Since transports can already clean pollution
URL:
http://gna.org/bugs/?22434
Summary: civ2civ3: Hoover Dam in city should make Solar Plant
redundant
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 03 Aug 2014 13:19:49 BST
Category: rulesets
Follow-up Comment #1, patch #5014 (project freeciv):
Could this also be added to experimental, if added to classic?
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http://gna.org/patch/?5014
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Follow-up Comment #2, patch #5014 (project freeciv):
Could do. Experimental doesn't currently have all the disasters that classic
does, though.
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http://gna.org/patch/?5014
Follow-up Comment #4, patch #5007 (project freeciv):
In spanish it'd be something like obrero(laborer), capataz(foreman),
perito(?) and titulado(chartered).
But taking into account the scale, as you point, I'd prefer
experimentado(experienced), cualificado(skilled), experto(expert),
Follow-up Comment #1, bug #22433 (project freeciv):
If I remember, one Population_Pollution_Inc is needed in order to enable the
pollution caused by population, but it would be cero at this point until the
effect Pollu_Pop_Pct is raised by the buildings.
I think it is not a bug, but there might
Update of bug #22434 (project freeciv):
Status: In Progress = Ready For Test
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Additional Item Attachment:
File name: trunk-civ2civ3-plant-redundancy.patch Size:8 KB
File name:
Follow-up Comment #3, patch #5014 (project freeciv):
I think it will fit civ2civ3. Please, if you add it to classic rules, add it
to civ2civ3 too, with the same chance than the other disasters (currently
100/1).
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URL:
http://gna.org/patch/?5015
Summary: Replace tech flag Population_Pollution_Inc with
new effect Pollu_Pop_Pct_2
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 03 Aug 2014 14:33:34 BST
Category: None
URL:
http://gna.org/patch/?5016
Summary: Allow ruleset authors to suppress Increases the
pollution generated by the population in tech help
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 03 Aug 2014 14:35:48 BST
Update of bug #22433 (project freeciv):
Status: Need Info = Invalid
Open/Closed:Open = Closed
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Follow-up Comment #2:
If I remember, one
Follow-up Comment #3, bug #22433 (project freeciv):
Also, it creates a perverse incentive to lose the Industrialization tech
after building all your buildings.
Good point.
I recently created a patch for trunk (patch #4967) that uses the new feature
to avoid holes in the tech tree. I think it will
Follow-up Comment #1, bug #22434 (project freeciv):
You are right.
Talking about Hoover Dam, this is a wonder that I'm not sure if it is worth
the cost in civ2civ3. I balanced the rules as if it was important for the
player to prevent the pollution and the global warning: solar plants, recycle
Update of patch #5005 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #22413 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #4747 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #20723 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #3, bug #22330 (project freeciv):
I have tested one game with rev25650 and barbarians were able
to produce without waste in their captured city when they had
no palace.
Did they really have no palace, as for a while there was a feature/bug that
even barbarian nations got
Update of patch #4830 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Follow-up Comment #4, bug #22330 (project freeciv):
As you say, there was a palace in one of the barbarian cities. I used the edit
mode to remove the palace and to verify there were no differences with and
without palace.
I also gave them the techs that cause changes to the corruption/waste in
URL:
http://gna.org/bugs/?22436
Summary: city_gold_worth() far too low
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 04 Aug 2014 12:45:17 AM EEST
Category: ai
Severity: 3 - Normal
URL:
http://gna.org/bugs/?22437
Summary: In-game error messages
Project: Freeciv
Submitted by: None
Submitted on: So 03 Aug 2014 23:18:06 UTC
Category: client-gtk-2.0
Severity: 3 - Normal
Update of bug #22437 (project freeciv):
Release: = 2.5.0-beta1
Planned Release: = 2.5.0, 2.6.0
Summary: In-game error messages = assertion 'tech ==
(200-2) || (tech = 0 tech
URL:
http://gna.org/bugs/?22438
Summary: civ2civ3: Triremes in coastal river cities miss out
on Lighthouse move bonus
Project: Freeciv
Submitted by: jtn
Submitted on: Mon 04 Aug 2014 01:27:26 BST
Category: rulesets
Update of patch #4742 (project freeciv):
Status:Done = In Progress
Open/Closed: Closed = Open
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Follow-up Comment #3:
Unfortunately this
Update of patch #4742 (project freeciv):
Status: In Progress = Ready For Test
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Follow-up Comment #4:
- Patches
(file #21655, file #21656)
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