[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Emmet Hikory
Follow-up Comment #4, patch #4818 (project freeciv): Right. I remove my opposition. I've also been stuck with peaceful AI units sitting on useful territory, forcing me to either ally or declare war, which is exceedingly annoying (and unlike a human player, one can't discuss the idea of moving wi

[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #3, patch #4818 (project freeciv): Though fixing my problem is mater of fixing my ruleset, not supplied ones, I've got regularly to a situation where I've conquered AI city in the early game and then his/her nearby Worker has lost all purpose to move anywhere from the far-too-wel

[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Jacob Nevins
Follow-up Comment #2, patch #4818 (project freeciv): > I find ZoC imposition from Settlers/Workers to be useful [...] Well, yes, clearly it's useful if you're using it to get in someone else's way :) The case that annoyed me most recently was a friendly (ceasefire) AI nation's Settlers wandering

[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Emmet Hikory
Follow-up Comment #1, patch #4818 (project freeciv): I find ZoC imposition from Settlers/Workers to be useful, in part because Workers are cheap, yet remain useful over a long time (as opposed to early inexpensive military units, which become an upkeep burden or require costly upgrading). I somet

[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Jacob Nevins
URL: Summary: classic/experimental/multiplayer: set HasNoZOC on Explorers, etc Project: Freeciv Submitted by: jtn Submitted on: Tue 17 Jun 2014 21:16:57 BST Category: rulesets P