[Freeciv-Dev] [bug #21851] Possible memory leak in city dialog (in X server?)

2017-05-22 Thread David Fernandez
Follow-up Comment #29, bug #21851 (project freeciv): I think this answer by email from Vasco Costa belongs here. Btw, thank you for your work with gtk client. >Guys, I don't know if this is the issue but here is some info: - if the memory leaks are severe it probably means we are leaking pixmaps

[Freeciv-Dev] [bug #21851] Possible memory leak in city dialog (in X server?)

2017-05-18 Thread David Fernandez
Follow-up Comment #28, bug #21851 (project freeciv): I stopped playing freeciv for some time due to this issue, but I have no longer noticed this problem in my upgraded linux version: Kubuntu 15.10 KDE Plasma 5.4.2 gtk+ 2.24.28 glib 2.46.2

[Freeciv-Dev] [patch #5587] Labels for earth scenarios

2017-05-18 Thread David Fernandez
Follow-up Comment #7, patch #5587 (project freeciv): Implemented here: http://www.hostedredmine.com/issues/659517 ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [patch #5995] civ2civ3: replace no incite and no bribe effects by increased costs.

2017-05-18 Thread David Fernandez
Follow-up Comment #11, patch #5995 (project freeciv): I'm testing a version where these governments get +100% costs instead of being immune. Culture increases the costs up to +100%, and Courthouse effect is reduced from +300% to +100%. I'll create a new patch in the other site when ready.

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-05-05 Thread David Fernandez
Follow-up Comment #6, patch #8124 (project freeciv): >Do this ticket still depend on patch #7079 After some tests, I prefer the new costs even if triremes can navigate rivers. And I saw a long turn game (that I used as reference for the new costs) with triremes that can navigate rivers and cost

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-05-05 Thread David Fernandez
Follow-up Comment #4, patch #8124 (project freeciv): New version with same changes for sandbox, keeping the cost of 160 for Battleship, and removing a non related change to merchant class. The resultant costs are more similar to classic rules. (file #29960)

[Freeciv-Dev] [patch #8123] civ2civ3: bases give some defense bonus against all unit classes

2017-05-04 Thread David Fernandez
Follow-up Comment #8, patch #8123 (project freeciv): This patch includes the same changes for sandbox, and updated helptexts. (Not included changes splited to other tickets). (file #29959) ___ Additional Item Attachment: File name:

[Freeciv-Dev] [patch #8123] civ2civ3: bases give some defense bonus against all unit classes

2017-05-04 Thread David Fernandez
Follow-up Comment #7, patch #8123 (project freeciv): >The readme is updated, but the helptext of the bases is not. >Why? I forgot, you are right, the patch is not really complete. The helptext is not wrong, but it'd require a more detailed explanation of the new bonus. I was hoping some english

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-05-04 Thread David Fernandez
Follow-up Comment #3, patch #8124 (project freeciv): It'd require a change to readme of sandbox with the differences. Tell me if you want me to do it. ___ Reply to this item at:

[Freeciv-Dev] [patch #8123] civ2civ3: bases give some defense bonus against all unit classes

2017-05-04 Thread David Fernandez
Follow-up Comment #5, patch #8123 (project freeciv): >Why? It is the way it works for fort and fortress too. The original reason was that I did not like that the best tiles to place full bases were those with a river (due to the extra defense). I find it more realistic to see them placed adjacent

[Freeciv-Dev] [bug #25589] "you see foreign island!"

2017-04-10 Thread David Fernandez
Follow-up Comment #2, bug #25589 (project freeciv): In http://www.hostedredmine.com/issues/650794, I said I copied this improved text from Sandbox, but I actually copied it from Experimental ruleset (the one in trunk). ___ Reply to this

[Freeciv-Dev] [patch #7187] Building gfx for Ecclesiastical Palace (civ2civ3 ruleset)

2017-04-09 Thread David Fernandez
Follow-up Comment #5, patch #7187 (project freeciv): I used one of those Public Domain images to make a gfx with the style of the other great wonders (made with GIMP in indexed color mode). (file #29918) ___ Additional Item Attachment:

[Freeciv-Dev] [patch #7079] civ2civ3 - Disallow Triremes to navigate rivers

2017-04-04 Thread David Fernandez
Follow-up Comment #13, patch #7079 (project freeciv): Patch v2 fixes the double entry in the tech tree, and revises some related code comments. >We could use negative Unit_Recover to remove hit points to the new riverboat unit every turn (3 turns of lifetime outside cities). At the end, I did

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-04-03 Thread David Fernandez
Follow-up Comment #2, patch #8124 (project freeciv): I like these cost values, but I'm in doubt if cost of Battleship shall be 150 or 160 (classic value), in case someone interested to debate. If 150, the (Attack*HP)/Cost of Battleship and AEGIS is the same than (Defense*HP)/Cost of Carrier, but

[Freeciv-Dev] [patch #7079] civ2civ3 - Disallow Triremes to navigate rivers

2017-04-03 Thread David Fernandez
Follow-up Comment #12, patch #7079 (project freeciv): I have found a bug in my patch. The trireme is showed twice in the tech tree. I'll upload the fix to hostedredmine when/if I can register/contact the admins. ___ Reply to this item at:

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-03-29 Thread David Fernandez
Follow-up Comment #1, patch #8124 (project freeciv): The purpose of the patch is to keep a ratio attack/cost or defense/cost more similar to rest of units. The resultant costs: UNITAtt Def Mov FP HP Cost Galley 113110 *20 Cargo 2, Coastal Caravel

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-03-29 Thread David Fernandez
URL: Summary: civ2civ3: reduced a bit the cost of naval units Project: Freeciv Submitted by: bardo Submitted on: Wed 29 Mar 2017 10:49:09 PM UTC Category: rulesets Priority: 5

[Freeciv-Dev] [patch #8123] civ2civ3: bases give some defense bonus against all unit classes

2017-03-27 Thread David Fernandez
Follow-up Comment #1, patch #8123 (project freeciv): The change related to river requirement of the airbases is a bug fix, and the helptext already takes it into account. The change to readme about happy borders is also a bug fix, they are no longer disabled.

[Freeciv-Dev] [patch #8123] civ2civ3: bases give some defense bonus against all unit classes

2017-03-27 Thread David Fernandez
URL: Summary: civ2civ3: bases give some defense bonus against all unit classes Project: Freeciv Submitted by: bardo Submitted on: Tue 28 Mar 2017 12:52:53 AM UTC Category: None

[Freeciv-Dev] [bug #23516] Unhardcode the bonus from "fortify" action

2017-03-22 Thread David Fernandez
Follow-up Comment #2, bug #23516 (project freeciv): Let me rephrase my wish here: A ruleset option to disable the hardcoded defense bonus linked to the fortify action. It seems the rest of my first post can already be achieved with the current ruleset modding capabilities.

[Freeciv-Dev] [patch #8034] Enable culture victory by default in civ2civ3 and experimental?

2017-03-21 Thread David Fernandez
Follow-up Comment #1, patch #8034 (project freeciv): I added culture effects to civ2civ3 for testing purposes, but they are not properly balanced to enable a culture victory. I think it would be too easy to win against the AI this way. My idea was to use the culture to affect other minor effetcs

[Freeciv-Dev] [patch #7742] civ2civ3: allow building wonders next to Deep Ocean

2016-10-01 Thread David Fernandez
Follow-up Comment #3, patch #7742 (project freeciv): >This seems uncontroversial enough that I plan to commit it. I agree, and I like the change. ___ Reply to this item at:

[Freeciv-Dev] [bug #25070] civ2civ3: prevent building Harbour next to Lake?

2016-09-23 Thread David Fernandez
Follow-up Comment #4, bug #25070 (project freeciv): I tested jtn's patch on v2.6, it seems to work as expected. ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #25070] civ2civ3: prevent building Harbour next to Lake?

2016-09-20 Thread David Fernandez
Follow-up Comment #1, bug #25070 (project freeciv): I agree it is not necessary that lakes enable the construction of harbours. I remember that harbour required Ocean terrain in the first versions of this mod, but I changed it to Oceanic in order to include Deep Ocean, and to keep uniformity with

[Freeciv-Dev] [bug #24989] City bombardment leaks a lot of information to attacker

2016-09-05 Thread David Fernandez
Follow-up Comment #1, bug #24989 (project freeciv): I confirm that bombardment can be used to get this useful information. I personally like it, but I admit it might be too much. What would you suggest? At least, bombers are available at the same time than spies, that can investigate the city

[Freeciv-Dev] [patch #7650] civ2civ3: require a Marketplace to enter

2016-09-05 Thread David Fernandez
Follow-up Comment #1, patch #7650 (project freeciv): I liked this idea when sveinung talked about it in patch 5995, but then I remembered that these one-time bonuses from caravans can be "exploited", specially in big maps, to get an endless source of gold. In multiplayer games they use to forbid

[Freeciv-Dev] [patch #7079] civ2civ3 - Disallow Triremes to navigate rivers

2016-05-30 Thread David Fernandez
Follow-up Comment #10, patch #7079 (project freeciv): >An intermediate solution could be to decrease the movement points to 1 when on river. After some tests, I see the same issues. It was not a useful idea. >like adding a retirement effect that disbands them 10 turns after the old savegame is

[Freeciv-Dev] [patch #7079] civ2civ3 - Disallow Triremes to navigate rivers

2016-05-23 Thread David Fernandez
Follow-up Comment #9, patch #7079 (project freeciv): >Units transported by triremes sailing on a river loose all their move points ATM the trireme moves. Such feature would be an improvement, but it'd not prevent all the issues about transported units. For example, a unit does not require move

[Freeciv-Dev] [patch #7187] Building gfx for Forbidden Palace (civ2civ3 ruleset)

2016-05-21 Thread David Fernandez
Follow-up Comment #1, patch #7187 (project freeciv): The name of the building might change to Ecclesiastical Palace. I have found these public domain images of the Potala palace that I think could be used for the gfx of this building:

[Freeciv-Dev] [patch #7159] civ2civ3 - Second palace small wonder

2016-05-21 Thread David Fernandez
Follow-up Comment #9, patch #7159 (project freeciv): Alternative patch with the name Ecclesiastical Palace, and the term Ecclesiastical capital included in the description of the building. Diff against same revision that previous one (rev32504). (file #27429)

[Freeciv-Dev] [patch #7079] civ2civ3 - Disallow Triremes to navigate rivers

2016-05-11 Thread David Fernandez
Follow-up Comment #6, patch #7079 (project freeciv): I like your solution. I'll test it. ___ Reply to this item at: ___ Message sent via/by Gna!

[Freeciv-Dev] [patch #7159] civ2civ3 - Second palace small wonder

2016-05-05 Thread David Fernandez
Follow-up Comment #7, patch #7159 (project freeciv): I like it. In spanish, the equivalent name "Palacio Eclesiastico" would fit perfectly. It is a generic name for important religious buildings, sometimes used to refer to the Vatican Palace. Shall we name it "Ecclesiastical Palace" then?

[Freeciv-Dev] [patch #7159] civ2civ3 - Second palace small wonder

2016-05-04 Thread David Fernandez
Follow-up Comment #5, patch #7159 (project freeciv): Attached new patch with changes to Readme related to the extra luxury from Federation, that I forgot. (file #27308) ___ Additional Item Attachment: File name:

[Freeciv-Dev] [patch #7159] civ2civ3 - Second palace small wonder

2016-05-04 Thread David Fernandez
Follow-up Comment #4, patch #7159 (project freeciv): >Best I could think of was "Apostolic Palace" It made me think, what about "Potala Palace"? Although it will be a small wonder that every nation can build, so I would prefer a more generic name.

[Freeciv-Dev] [patch #7159] civ2civ3 - Second palace small wonder

2016-05-03 Thread David Fernandez
Follow-up Comment #1, patch #7159 (project freeciv): This patch adds the small wonder "Forbidden Palace", available with Theology, that acts as a second center of government. This reduction to corruption/waste by distance reduces the advantage of governments that avoid such effects, like

[Freeciv-Dev] [bug #24617] NoAggressive flag of Fortress not working in civ2civ3

2016-05-01 Thread David Fernandez
Follow-up Comment #2, bug #24617 (project freeciv): Ah, I did not know this requirement. It works as you say, when the fortress is max 3 tiles from the city. Then there is no bug. We could change this ticket to a request to mention it in the help text of the bases.

[Freeciv-Dev] [bug #24617] NoAggressive flag of Fortress not working in civ2civ3

2016-04-27 Thread David Fernandez
URL: Summary: NoAggressive flag of Fortress not working in civ2civ3 Project: Freeciv Submitted by: bardo Submitted on: Wed 27 Apr 2016 10:41:50 AM UTC Category: rulesets

[Freeciv-Dev] [patch #7137] civ2civ3 - Restore movement of Caravans, and disable the one-time revenues

2016-04-27 Thread David Fernandez
Follow-up Comment #4, patch #7137 (project freeciv): Sorry, I forgot to allow movement of Merchant in Glacier tiles. New patch v4 including this fix. (file #27222) ___ Additional Item Attachment: File name:

[Freeciv-Dev] [patch #7159] civ2civ3 - Second palace small wonder

2016-04-27 Thread David Fernandez
URL: Summary: civ2civ3 - Second palace small wonder Project: Freeciv Submitted by: bardo Submitted on: Wed 27 Apr 2016 07:08:32 AM UTC Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [patch #7079] civ2civ3 - Disallow Triremes to navigate rivers

2016-04-27 Thread David Fernandez
Follow-up Comment #4, patch #7079 (project freeciv): They sometimes use Triremes on rivers for longturn online games, so they might not be as unbalanced as I think. If it is problematic we can try to keep it for now. ___ Reply to this item

[Freeciv-Dev] [patch #7137] civ2civ3 - Restore movement of Caravans, and disable the one-time revenues

2016-04-27 Thread David Fernandez
Follow-up Comment #3, patch #7137 (project freeciv): New patch that keeps the text related to maglev. I also changed the help text and readme to reflect that trade routes to enemy cities are no longer possible. >it's property of the merchant class, and we have support for class-range helptexts

[Freeciv-Dev] [patch #7137] civ2civ3 - Restore movement of Caravans, and disable the one-time revenues

2016-04-23 Thread David Fernandez
Follow-up Comment #1, patch #7137 (project freeciv): Same patch, but with ZOC enabled for Merchant class. Now that non military units do not cause ZOC (since v2.6, thanks to flag hasNoZOC), I think it is better if Caravans can not ignore the ZOC of military units. (file #27180)

[Freeciv-Dev] [patch #7137] civ2civ3 - Restore movement of Caravans, and disable the one-time revenues

2016-04-23 Thread David Fernandez
URL: Summary: civ2civ3 - Restore movement of Caravans, and disable the one-time revenues Project: Freeciv Submitted by: bardo Submitted on: Sat 23 Apr 2016 10:58:38 AM UTC Category: rulesets

[Freeciv-Dev] [patch #5597] civ2civ3: achievements

2016-04-13 Thread David Fernandez
Follow-up Comment #6, patch #5597 (project freeciv): Right, I still use v2.5 to play my own games, where culture is not available, and I'm not confident to introduce changes that affect gameplay until I can test v2.6 better. With this patch, culture would be just a statistical value, like

[Freeciv-Dev] [patch #7096] civ2civ3 - allow cities to claim tiles worked by enemy cities

2016-04-10 Thread David Fernandez
URL: Summary: civ2civ3 - allow cities to claim tiles worked by enemy cities Project: Freeciv Submitted by: bardo Submitted on: Mon 11 Apr 2016 01:19:06 AM UTC Category: rulesets

[Freeciv-Dev] [patch #7095] Display real attack/defense values on middle click

2016-04-10 Thread David Fernandez
URL: Summary: Display real attack/defense values on middle click Project: Freeciv Submitted by: bardo Submitted on: Mon 11 Apr 2016 12:38:30 AM UTC Category: client Priority: 5

[Freeciv-Dev] [patch #5597] civ2civ3: achievements

2016-04-09 Thread David Fernandez
Follow-up Comment #3, patch #5597 (project freeciv): My first attempt to introduce culture points and achievements to civ2civ3 ruleset: -The buildings that generate culture points are the same than civ3, with similar values. -Every wonder generates an amount of culture points proportional to the

[Freeciv-Dev] [patch #5597] civ2civ3: achievements

2016-04-09 Thread David Fernandez
Follow-up Comment #2, patch #5597 (project freeciv): >Maybe broke alliance, border friction or broke alliance in wartime can cause a decrease of culture points. I like the idea, but I don't know if possible. At least, I wouldn't know how to implement it.

[Freeciv-Dev] [patch #7079] civ2civ3 - Disallow Triremes to navigate rivers

2016-04-09 Thread David Fernandez
Follow-up Comment #2, patch #7079 (project freeciv): And the patch... (file #27075) ___ Additional Item Attachment: File name: civ2civ3-trireme_river_v2-S2_6 Size:3 KB ___ Reply

[Freeciv-Dev] [patch #7079] civ2civ3 - Disallow Triremes to navigate rivers

2016-04-09 Thread David Fernandez
Follow-up Comment #1, patch #7079 (project freeciv): New version of the patch that includes some related changes: - Make Trireme obsolete by Caravels, again. - Fix reference in the Lighthouse wonder. - Update Readme. ___ Reply to this

[Freeciv-Dev] [patch #7078] Give KillCitizen flag only to artillery and naval units.

2016-04-04 Thread David Fernandez
Follow-up Comment #6, patch #7078 (project freeciv): I have been testing this patch a bit more and I think it was not a good idea to give KillCitizen flag to Sea units, that can not conquer cities. The first player to research Frigates could cause a lot of population losses to the other players,

[Freeciv-Dev] [patch #7078] Give KillCitizen flag only to artillery and naval units.

2016-03-31 Thread David Fernandez
Follow-up Comment #5, patch #7078 (project freeciv): I agree no need to change v2.5. >In relative terms one does. If enemy gets weaker, one gets stronger in comparison That's true in a game with two players or two teams, but when there are more players I'm not so sure. Imagine a game with 3

[Freeciv-Dev] [patch #7080] civ2civ3 - Enable happy borders by default

2016-03-26 Thread David Fernandez
URL: Summary: civ2civ3 - Enable happy borders by default Project: Freeciv Submitted by: bardo Submitted on: Sat 26 Mar 2016 08:37:29 PM UTC Category: rulesets Priority: 5 -

[Freeciv-Dev] [patch #7079] civ2civ3 - Disallow Triremes to navigate rivers

2016-03-26 Thread David Fernandez
URL: Summary: civ2civ3 - Disallow Triremes to navigate rivers Project: Freeciv Submitted by: bardo Submitted on: Sat 26 Mar 2016 08:26:25 PM UTC Category: rulesets Priority: 5

[Freeciv-Dev] [patch #7078] Give KillCitizen flag only to artillery and naval units.

2016-03-26 Thread David Fernandez
URL: Summary: Give KillCitizen flag only to artillery and naval units. Project: Freeciv Submitted by: bardo Submitted on: Sat 26 Mar 2016 07:51:28 PM UTC Category: rulesets

[Freeciv-Dev] [bug #24175] AIs inappropriately set tax to 100% gold, stopping science (civ2civ3 ruleset)

2016-03-15 Thread David Fernandez
Follow-up Comment #12, bug #24175 (project freeciv): >AI was not really coping with having gold upkeep for units at all I agree. But please, check if AIs are building marketplaces in your games. I think there is an important issue there.

[Freeciv-Dev] [bug #24175] AIs inappropriately set tax to 100% gold, stopping science (civ2civ3 ruleset)

2016-03-14 Thread David Fernandez
Follow-up Comment #9, bug #24175 (project freeciv): I have tested some more AI games with classic and civ2civ3 rules (S2_6) and AIs have never built a marketplace, library or harbour. I think there is some problem in the code that decides if those buildings are worth to build.

[Freeciv-Dev] [bug #24175] AIs inappropriately set tax to 100% gold, stopping science (civ2civ3 ruleset)

2016-03-12 Thread David Fernandez
Follow-up Comment #5, bug #24175 (project freeciv): However, I have found other problems that could make it worse in 2.6 than previous versions. While playing civ2civ3, the AI in v2.6 seems unable to develop their cities properly, or to finish the tech tree, even when at peace. 1) For some

[Freeciv-Dev] [bug #24175] AIs inappropriately set tax to 100% gold, stopping science (civ2civ3 ruleset)

2016-03-12 Thread David Fernandez
Follow-up Comment #4, bug #24175 (project freeciv): I think it is related to bug #21640. Unless the code was changed since then, the AI was designed to maximize gold tax rate when the state is "onwarfooting". Since "Hard" AI level allow them to set it to 100%, they stop science research while

[Freeciv-Dev] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers ("oil wells")?

2016-03-10 Thread David Fernandez
Follow-up Comment #13, patch #5915 (project freeciv): I never tested this patch in a normal game (from start). I'll do it now. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #24175] AIs inappropriately set tax to 100% gold, stopping science (civ2civ3 ruleset)

2016-03-10 Thread David Fernandez
Follow-up Comment #3, bug #24175 (project freeciv): I was going to play my first game with S2_6 and I noticed the same problem about AI stuck with 100% gold. I'll keep testing to see if I can find why it is more problematic in civ2civ3 than other rulesets. However, I remember that everytime that

[Freeciv-Dev] [bug #24208] civ2civ3_earth-2015_04.modpack "End-of-file not in line of its own"

2015-12-19 Thread David Fernandez
Follow-up Comment #1, bug #24208 (project freeciv): I'd appreciate if you can fix it. Cazfi pointed this error some time ago, but I have not worked on the modpack since then. >amplio_earth tileset is not part of modpack, nor is it available on modpack.freeciv.org. Should it be, or should we

[Freeciv-Dev] [patch #3718] Conflation of attention and defence effects in (F)ortify keypress is annoying

2015-11-17 Thread David Fernandez
Follow-up Comment #6, patch #3718 (project freeciv): I like it. >Is there any reason it can't be this simple? I don't see any reason. ___ Reply to this item at:

[Freeciv-Dev] [bug #24012] S2_6 cannot replicate S2_5 behaviour moving between different native roads

2015-11-05 Thread David Fernandez
Follow-up Comment #5, bug #24012 (project freeciv): I confirm you are right. Sorry me, I wasn't testing it properly. >Since it is not possible to have a road and river on the same tile until Bridge Building is discovered, this effectively means that merchants are divided into two classes until

[Freeciv-Dev] [patch #5876] civ2civ3_earth: modpack version for 2.5

2015-11-05 Thread David Fernandez
Follow-up Comment #6, patch #5876 (project freeciv): Thank you, I'll fix it for next version. >- Ruleset proposes using a tileset that is not publicly available, as far as I know. The tileset is available in the forums (http://forum.freeciv.org/f/viewtopic.php?f=11=86). I wasn't sure about

[Freeciv-Dev] [patch #6551] Option to disallow chained naval movements

2015-11-05 Thread David Fernandez
URL: Summary: Option to disallow chained naval movements Project: Freeciv Submitted by: bardo Submitted on: jue 05 nov 2015 13:12:41 UTC Category: None Priority: 5 - Normal

[Freeciv-Dev] [bug #24012] S2_6 cannot replicate S2_5 behaviour moving between different native roads

2015-11-03 Thread David Fernandez
Follow-up Comment #3, bug #24012 (project freeciv): I have just tested S2_6 rev30384, and it is possible for merchants to move from river to road (and road to river), even diagonally. Could it be affecting only to v3.0? (that I have not tested).

[Freeciv-Dev] [bug #24011] civ2civ3 help: clarify relationship between merchants and maglev

2015-11-03 Thread David Fernandez
Follow-up Comment #1, bug #24011 (project freeciv): I agree this clarification would improve the help. But I also wonder if it is worth to keep this "special" movement behavior of merchants, that requires so many clarifications, while I think it does not improve the gameplay that much.

[Freeciv-Dev] [bug #24009] civ2civ3 help: Caravans "are not affected by movement modifiers"?

2015-11-03 Thread David Fernandez
Follow-up Comment #2, bug #24009 (project freeciv): >perhaps it's a hangover from an old rule. You are right, I remember caravans had igTer flag in some old versions. That text can be removed now. ___ Reply to this item at:

[Freeciv-Dev] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers ("oil wells")?

2015-09-01 Thread David Fernandez
Follow-up Comment #5, patch #5915 (project freeciv): If you like the changes introduces by this patch, I may change it to use the new oil rig gfx made by GriffonSpade. ___ Reply to this item at:

[Freeciv-Dev] [patch #5995] civ2civ3: replace no incite and no bribe effects by increased costs.

2015-06-15 Thread David Fernandez
Follow-up Comment #4, patch #5995 (project freeciv): Good points. Thank you for the ideas. I'm afraid I won't be able to work on freeciv for some time (due to some back issues), but I'm liking the idea to introduce some of those changes to civ2civ3 in the future. I'm specially interested on

[Freeciv-Dev] [bug #23609] civ2civ3: farmland on bare desert is worse than useless

2015-05-24 Thread David Fernandez
Follow-up Comment #1, bug #23609 (project freeciv): Should we just prevent building farmland on bare desert, so that players (and the AI) don't accidentally spend time building useless infrastructure? I agree. Neither I like options available for players where there is a penalty and no benefit,

[Freeciv-Dev] [bug #23610] civ2civ3: Super Highways vs city tile farmland

2015-05-24 Thread David Fernandez
Follow-up Comment #1, bug #23610 (project freeciv): Good point. It was not intendend. I never really liked those abstract irrigations placed in cities. I'd prefer if the infrastructure automatically placed in cities were the same than those placed in standard tiles. I vote to correct those

[Freeciv-Dev] [patch #5876] civ2civ3_earth: modpack version for 2.5

2015-04-26 Thread David Fernandez
Follow-up Comment #4, patch #5876 (project freeciv): New pack where I included the changes from my latest patches that are compatible with 2.5. I also updated the ruleset name, description, and reference to readme. Could you make this pack available in modpack-tool. There is a bug that I'd like

[Freeciv-Dev] [patch #5996] civ2civ3: double spaceship costs

2015-04-22 Thread David Fernandez
Follow-up Comment #3, patch #5996 (project freeciv): It appears that if the spaceship success rate is 100%, 1 population module adds 100 points to the civ score for a maximum of 400 points from 4 modules. Thank you. It makes sense. But, when space victory is enabled, this score won't be taken

[Freeciv-Dev] [patch #6000] civ2civ3 meta-ticket

2015-04-22 Thread David Fernandez
Follow-up Comment #6, patch #6000 (project freeciv): Btw, everytime I post a comment, it says spam level set to 1 or something like that. It looks as if my posts were marked as spam by someone. If that is right, please let me know. ___

[Freeciv-Dev] [patch #6000] civ2civ3 meta-ticket

2015-04-21 Thread David Fernandez
Follow-up Comment #5, patch #6000 (project freeciv): There is a section below Attached Files called Dependencies. You can search for a ticket there. All mathes for your search will have a box next to them. Check the box to add the dependency. Thank you. Then it seems it is not available for me.

[Freeciv-Dev] [patch #6000] civ2civ3 meta-ticket

2015-04-21 Thread David Fernandez
Follow-up Comment #3, patch #6000 (project freeciv): Could you set the patches as dependencies of the meta-ticket in the future? I admit I do not know how to do that. I thought real meta-tickets were only available to developers. Anyway, the patches linked here are non dependent of each other.

[Freeciv-Dev] [bug #23300] Idea of Tribal government

2015-04-21 Thread David Fernandez
Follow-up Comment #5, bug #23300 (project freeciv): If that's the goal, Force_Content might be more appropriate (it can work against unhappiness caused by aggressive units) That is the goal, but in my tests, the martial law did not work against unhappiness caused by aggressive units, either. The

[Freeciv-Dev] [patch #6014] civ2civ3: Should mountains move penalty apply also when traveling road?

2015-04-20 Thread David Fernandez
Follow-up Comment #2, patch #6014 (project freeciv): Patch for v2.5 and 2.6. Updated help text and readme. (file #24284, file #24285) ___ Additional Item Attachment: File name: civ2civ3-mountain_movement-S2_5.patch Size:1 KB File name:

[Freeciv-Dev] [bug #23516] Unhardcode the bonus from fortify action

2015-04-20 Thread David Fernandez
URL: http://gna.org/bugs/?23516 Summary: Unhardcode the bonus from fortify action Project: Freeciv Submitted by: bardo Submitted on: mar 21 abr 2015 00:30:12 UTC Category: rulesets Severity: 1 - Wish

[Freeciv-Dev] [bug #23517] suggestions for achievements

2015-04-20 Thread David Fernandez
URL: http://gna.org/bugs/?23517 Summary: suggestions for achievements Project: Freeciv Submitted by: bardo Submitted on: mar 21 abr 2015 00:56:19 UTC Category: rulesets Severity: 1 - Wish

[Freeciv-Dev] [patch #5996] civ2civ3: double spaceship costs

2015-04-20 Thread David Fernandez
Follow-up Comment #1, patch #5996 (project freeciv): In my tests, it seems the best spaceship to win the game has 3 modules (1 population + energy + life support), 24 components (all available propulsors so it arrives faster) and 20 estructural parts to join it all. Such ship arrives in 7

[Freeciv-Dev] [patch #6014] civ2civ3: Should mountains move penalty apply also when traveling road?

2015-04-20 Thread David Fernandez
Follow-up Comment #1, patch #6014 (project freeciv): Good point. The main reason of that rule was to discourage units with more than one movement points (mainly cavalry) from moving the 1st tile to flat terrain and the 2nd movement to mountain tile, gaining the bonus to defense without any real

[Freeciv-Dev] [bug #23469] Wheel

2015-04-20 Thread David Fernandez
Follow-up Comment #1, bug #23469 (project freeciv): You are right, but it is more an issue related to the generic graphic fx used to represent the colonist, than an inconsistence in the tech tree or the game rules. In fact the colonists has one single movement point, while chariots with wheels

[Freeciv-Dev] [patch #6006] Update README.ruleset_civ2civ3 for Cheating AI defense bonus

2015-04-17 Thread David Fernandez
Follow-up Comment #1, patch #6006 (project freeciv): This patch included that fix to the readme, and also adds a bonus to bribe costs for cheating AI, for parallelism with the handicapped AI penalties. I've made my latest patches for v2.6 because I guess they will also apply to trunk for now,

[Freeciv-Dev] [patch #5995] civ2civ3: replace no incite and no bribe effects by increased costs.

2015-04-16 Thread David Fernandez
Follow-up Comment #2, patch #5995 (project freeciv): Let me know if you were asking about something else. My question was more about suggestions for rules related to diplomatic actions, included bribe and incite costs. I have seen you have increased a lot the modding capabilities of these actions

[Freeciv-Dev] [patch #5927] civ2civ3: pre-base gfx hidden by base; and not possible to upgrade over rivers

2015-04-15 Thread David Fernandez
Follow-up Comment #3, patch #5927 (project freeciv): Updated patch for v2.6. I'd like to rethink the relation between rivers and fortresses No need to rethink the restriction in rivers. I believe this is the way to go no matter the other effects of fortresses. (file #24243)

[Freeciv-Dev] [patch #5927] civ2civ3: pre-base gfx hidden by base; and not possible to upgrade over rivers

2015-04-15 Thread David Fernandez
Follow-up Comment #2, patch #5927 (project freeciv): I'll redo it. In fact, I'd like to rethink the relation between rivers and fortresses, depending on the result of this other patch #5998. ___ Reply to this item at:

[Freeciv-Dev] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers (oil wells)?

2015-04-15 Thread David Fernandez
Follow-up Comment #4, patch #5915 (project freeciv): Patch for v2.6. It reserves the Oil Well for desert and glacier, and creates a different extra for oceans, named Oil Platform. I upload it already, in case someone knows a way to get the same effect without the need to introduce an additional

[Freeciv-Dev] [bug #23300] Idea of Tribal government

2015-04-14 Thread David Fernandez
Follow-up Comment #3, bug #23300 (project freeciv): Patch for S2_5 and S2_6. Replace martial law effect by 3 extra content citizens in each city (in practice, same than martial law but without the need of garrison units). Switched civil war chance between Tribal and Despotism. Updated government

[Freeciv-Dev] [patch #6000] civ2civ3 meta-ticket

2015-04-14 Thread David Fernandez
Follow-up Comment #1, patch #6000 (project freeciv): I hope this time they appear as links... patch #5999 civ2civ3: construction requires iron working instead of currency patch #5998 civ2civ3: remove nostackdeath from bases patch #5997 civ2civ3: allow missiles to attack air units patch #5996

[Freeciv-Dev] [patch #5999] civ2civ3: Construction requires Iron Working instead of Currency

2015-04-14 Thread David Fernandez
URL: http://gna.org/patch/?5999 Summary: civ2civ3: Construction requires Iron Working instead of Currency Project: Freeciv Submitted by: bardo Submitted on: mar 14 abr 2015 23:53:03 UTC Category: rulesets

[Freeciv-Dev] [patch #6000] civ2civ3 meta-ticket

2015-04-14 Thread David Fernandez
URL: http://gna.org/patch/?6000 Summary: civ2civ3 meta-ticket Project: Freeciv Submitted by: bardo Submitted on: miƩ 15 abr 2015 00:07:58 UTC Category: None Priority: 5 - Normal Status:

[Freeciv-Dev] [patch #5996] civ2civ3: double spaceship costs

2015-04-14 Thread David Fernandez
URL: http://gna.org/patch/?5996 Summary: civ2civ3: double spaceship costs Project: Freeciv Submitted by: bardo Submitted on: mar 14 abr 2015 18:17:50 UTC Category: None Priority: 5 - Normal

[Freeciv-Dev] [patch #5998] civ2civ3: remove nostackdeath from bases

2015-04-14 Thread David Fernandez
URL: http://gna.org/patch/?5998 Summary: civ2civ3: remove nostackdeath from bases Project: Freeciv Submitted by: bardo Submitted on: mar 14 abr 2015 22:43:51 UTC Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [patch #5997] civ2civ3: allow missiles to attack air units

2015-04-14 Thread David Fernandez
URL: http://gna.org/patch/?5997 Summary: civ2civ3: allow missiles to attack air units Project: Freeciv Submitted by: bardo Submitted on: mar 14 abr 2015 20:54:03 UTC Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [patch #5995] civ2civ3: replace no incite and no bribe effects by increased costs.

2015-04-13 Thread David Fernandez
URL: http://gna.org/patch/?5995 Summary: civ2civ3: replace no incite and no bribe effects by increased costs. Project: Freeciv Submitted by: bardo Submitted on: lun 13 abr 2015 20:16:06 UTC Category: None

[Freeciv-Dev] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers (oil wells)?

2015-04-13 Thread David Fernandez
Follow-up Comment #3, patch #5915 (project freeciv): I'm liking the changes described in my previous post, and I will include them in my next modpack (civ2civ3_earth) for testing. I'll create a patch for v2.6 later. ___ Reply to this item

[Freeciv-Dev] [bug #23300] Idea of Tribal government

2015-04-13 Thread David Fernandez
Follow-up Comment #2, bug #23300 (project freeciv): I'm testing to replace the extra martial law by 3 extra contents in every city (same effect than standard martial law but without the need to keep military units in the city). I'll create the patch later.

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