[Freeciv-Dev] [bug #21992] Useless but non-obsolete city improvements not redundant with present==FALSE effects requirements

2014-06-04 Thread Emmet Hikory
Follow-up Comment #7, bug #21992 (project freeciv): Sorry to catch this so late: the attached patch doesn't solve the problem I intended to report, although it does improve things to some degree with the existing rulesets (so there's no point reverting it). More specifically, it is possible to us

[Freeciv-Dev] [bug #21992] Useless but non-obsolete city improvements not redundant with present==FALSE effects requirements

2014-06-02 Thread Jacob Nevins
Update of bug #21992 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21992] Useless but non-obsolete city improvements not redundant with present==FALSE effects requirements

2014-06-02 Thread Jacob Nevins
Follow-up Comment #5, bug #21992 (project freeciv): Oh! Of course, I forgot to think about the effects of moving to reqs outside my change. Thanks. My other test indicates that I've caused no obvious regressions, and review time's up, so in it goes. > What about making "present" tri-state

[Freeciv-Dev] [bug #21992] Useless but non-obsolete city improvements not redundant with present==FALSE effects requirements

2014-06-02 Thread Marko Lindqvist
Follow-up Comment #4, bug #21992 (project freeciv): AI *is* handling nreqs and present=FALSE differently when evaluating effects provided by building to build. Evaluation of present=FALSE should be improvement over nreqs. nreqs are not evaluated at all, as they are never included to the cache. pr

[Freeciv-Dev] [bug #21992] Useless but non-obsolete city improvements not redundant with present==FALSE effects requirements

2014-06-02 Thread Jacob Nevins
Follow-up Comment #3, bug #21992 (project freeciv): > (I suspect this isn't amenable to autogame testing, since the > AI is expected to improve. Probably the correct test is against > unmodified code and nreqs-based ruleset.) Tested unmodified code with patch #4411 reverted (i.e. with nreqs) ag

[Freeciv-Dev] [bug #21992] Useless but non-obsolete city improvements not redundant with present==FALSE effects requirements

2014-06-02 Thread Marko Lindqvist
Follow-up Comment #2, bug #21992 (project freeciv): This is something that I worried about already when we switched to effects system in 2.0. Freeciv-1.14 and earlier had separate "replaced_by" -field for buildings. I don't think keeping nreqs for such an use that would be very hard to explain to

[Freeciv-Dev] [bug #21992] Useless but non-obsolete city improvements not redundant with present==FALSE effects requirements

2014-05-31 Thread Jacob Nevins
Update of bug #21992 (project freeciv): Status:None => Ready For Test Assigned to:None => jtn Operating System:None => Any __

[Freeciv-Dev] [bug #21992] Useless but non-obsolete city improvements not redundant with present==FALSE effects requirements

2014-05-25 Thread Jacob Nevins
Update of bug #21992 (project freeciv): Planned Release: => 2.6.0 ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #21992] Useless but non-obsolete city improvements not redundant with present==FALSE effects requirements

2014-04-29 Thread Emmet Hikory
URL: Summary: Useless but non-obsolete city improvements not redundant with present==FALSE effects requirements Project: Freeciv Submitted by: persia Submitted on: Wed 30 Apr 2014 01:11:19 PM JST