[Freeciv-Dev] (PR#34432) Solar Plant

2007-01-27 Thread Daniel Markstedt
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

Re: [Freeciv-Dev] (PR#34551) [Patch] Define ferry.ai.passenger value 0 as FERRY_ABANDON_BOSS

2007-01-27 Thread Marko Lindqvist
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

Re: [Freeciv-Dev] (PR#18430) Pirate nation

2007-01-27 Thread Marko Lindqvist
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 ___ Freeciv-dev mailing list Freeciv-dev@g

Re: [Freeciv-Dev] (PR#34566) [Patch] AI level name cleanup

2007-01-27 Thread Marko Lindqvist
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

[Freeciv-Dev] (PR#34695) [Patch] Cheating AI level

2007-01-27 Thread Marko Lindqvist
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

[Freeciv-Dev] (PR#34692) [Patch] Nation barbarian type

2007-01-27 Thread Marko Lindqvist
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

Re: [Freeciv-Dev] Missing features for scenario creation

2007-01-27 Thread Per Inge Mathisen
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

Re: [Freeciv-Dev] (PR#34336) [Patch] Base cleanup

2007-01-27 Thread Marko Lindqvist
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

Re: [Freeciv-Dev] (PR#34205) [Patch] base_name()

2007-01-27 Thread Marko Lindqvist
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

Re: [Freeciv-Dev] (PR#34680) Callbackset

2007-01-27 Thread Per I. Mathisen
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

Re: [Freeciv-Dev] (PR#34680) Callbackset

2007-01-27 Thread Per I. Mathisen
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

Re: [Freeciv-Dev] (PR#33510) [Patch] Help for first time user

2007-01-27 Thread Christian Knoke
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

[Freeciv-Dev] (PR#34680) Callbackset

2007-01-27 Thread Marko Lindqvist
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

[Freeciv-Dev] (PR#34672) City disbanded: Settlers teleported to nearest city?

2007-01-27 Thread Marko Lindqvist
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 __

Re: [Freeciv-Dev] (PR#34566) [Patch] AI level name cleanup

2007-01-27 Thread Marko Lindqvist
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