http://bugs.freeciv.org/Ticket/Display.html?id=34432 >
> [per - Fri Jan 26 15:09:51 2007]:
>
> On Thu, 25 Jan 2007, Egor Vyscrebentsov wrote:
> >>> No tested for game balancing: I gave it a 'Pollu_Prod_Pct' effect of
> >>> -100 which might be too powerful.
> >>
> >> This makes Recycling Center
http://bugs.freeciv.org/Ticket/Display.html?id=34551 >
On 1/25/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> It took me a while to understand why ferry.ai.passenger sometimes get
> value 0 instead of FERRY_AVAILABLE. Attached patch makes that a bit
> clearer.
Rewritten comment now I under
http://bugs.freeciv.org/Ticket/Display.html?id=18430 >
There seems to be some effects for nation "Barbarians" in
effects.ruleset. Similar effects should go in for "Pirates" when
nation is committed.
- ML
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http://bugs.freeciv.org/Ticket/Display.html?id=34566 >
On 1/27/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> On 1/26/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
> >
> > Introduced enum ai_level. Added functions find_ai_level_by_name(),
> > ai_level_name() and ai_level_name_cmd() to commo
http://bugs.freeciv.org/Ticket/Display.html?id=34695 >
This adds new AI level 'cheating'. It is codewise just like 'hard',
but distributed rulesets provide some cheating effects for this new
level.
Applies on top of #34431
- ML
diff -Nurd -X.diff_ignore freeciv/common/fc_types.h freeciv/com
http://bugs.freeciv.org/Ticket/Display.html?id=34692 >
This replaces is_barbarian with barbarian_type in nation rulesets. So
we can control if given nation is land or sea barbarian.
Applies on top of #34111 and pirate nation from #18430.
- ML
diff -Nurd -X.diff_ignore freeciv/client/packhan
On Sat, 27 Jan 2007, Daniel Markstedt wrote:
Managed to figure that out the other day.
> ~Event upon the death of a unique unit.
> ~Event upon the conquest of a specific city.
Should be possible with scripts.
I see it isn't there yet. Should be easy to add. With a caveat that there
may issu
http://bugs.freeciv.org/Ticket/Display.html?id=34336 >
On 1/26/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> On 1/22/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
> >
> > This introduces several new base related helper functions hiding the
> > fact that bases are actually bits in specials
http://bugs.freeciv.org/Ticket/Display.html?id=34205 >
On 1/21/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> Use base name from ruleset instead of hardcoded strings.
Updated against current svn.
- ML
diff -Nurd -X.diff_ignore freeciv/common/base.c freeciv/common/base.c
--- freeciv/com
On Sat, 27 Jan 2007, Marko Lindqvist wrote:
aiferry code keeps statistics about passengers and free boats. For
that to work perfectly, it would require notifications about new units
and removed units. Scripting interface requires notifications about
these events too. Maybe other AI subsystems req
http://bugs.freeciv.org/Ticket/Display.html?id=34680 >
On Sat, 27 Jan 2007, Marko Lindqvist wrote:
> aiferry code keeps statistics about passengers and free boats. For
> that to work perfectly, it would require notifications about new units
> and removed units. Scripting interface requires notifi
http://bugs.freeciv.org/Ticket/Display.html?id=33510 >
Daniel Markstedt wrote on Jan 27, 05:31 (-0800):
> On 1/19/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote:
> > On 1/14/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote:
> >
> > > Alternatively, what about simply renaming the "Start Scenario Gam
http://bugs.freeciv.org/Ticket/Display.html?id=34680 >
This is idea I got when looking through aiferry code. This might be
overkill for current freeciv codebase, but something to consider.
aiferry code keeps statistics about passengers and free boats. For
that to work perfectly, it would requi
http://bugs.freeciv.org/Ticket/Display.html?id=34672 >
I disbanded city in to settlers. Settlers unit did not appear where
city used to be.
There is settlers unit in nearest remaining city. I'm quite sure that
this settlers is new one and city itself did not produce it.
- ML
__
http://bugs.freeciv.org/Ticket/Display.html?id=34566 >
On 1/26/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> Introduced enum ai_level. Added functions find_ai_level_by_name(),
> ai_level_name() and ai_level_name_cmd() to common/player.c. Used where
> applicable.
- Handle 'away' players. T
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