[Freeciv-Dev] [patch #5764] civ2civ3: bonus to defense in cities moved to size 9
Update of patch #5764 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?5764 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #5801] civ2civ3: allow Internet to have distinct graphic
Update of patch #5801 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?5801 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #5800] civ2civ3: Increase Fire disaster threshold to city size = 9
Update of patch #5800 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?5800 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #5763] civ2civ3: Tribal government gets martial law 2 per unit
Update of patch #5763 (project freeciv): Status:Done = Ready For Test Assigned to:sveinung = jtn Open/Closed: Closed = Open Planned Release:3.0.0, 2.6.0 = 3.0.0, 2.6.0, 2.5.0 ___ Additional Item Attachment: File name: S2_5-civ2civ3-tribal-martiallaw.patch Size:3 KB ___ Reply to this item at: http://gna.org/patch/?5763 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #5792] S2_5 README.packaging: Mention that xaw-client is no longer maintained
Update of patch #5792 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?5792 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4936] More thorough civ2civ3 help
Follow-up Comment #10, patch #4936 (project freeciv): ... I was writing my previous post at same time that you submitted the new version. I'll check the new one later. ___ Reply to this item at: http://gna.org/patch/?4936 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs
Follow-up Comment #7, patch #5592 (project freeciv): On balance, I suspect we shouldn't take this to S2_5 (despite Fundamentalism apparently being a bit useless without it), since it perturbs the AI behaviour so much. I agree. If not included, I think Fundamentalism would still be useful, when you no longer need science research, at the end of the tech tree. I think the part of the patch that affects to Federation could be included in 2.5, but not very important either. If the AI always goes for Fundamentalism, isn't it going to be even easier for humans to win the tech race than usual? This was my fear too, and it is surely true, but my tests lead me to think that fundamentalism is not the only problem. If I disable this patch, I see that many AIs keep using monarchy and despotism in modern times (both are similar when railroad is researched), while few of them use republic or democracy, needed to really boost the research. When I enable this patch, it looks like the AIs that used monarchy/despotism, now tend to use fundamentalism, and there is no real decrease of research rate compared to monarchy/despotism, because the increment of gold due to tithes allows to increase the rate of taxes to science, and it compensates the penalty. But I agree the research race would be much more challenging if we get more AIs using republic and democracy. Should we have a new ticket to see if the AI can be tweaked to avoid this before 2.6.0? Sometimes little tweaks to the ruleset can workaround possible flaws of the AI that would be hard to avoid in the AI code. For example, I suspect that the optional setting happyborders=disabled is making hard for the AI to keep a republic or democracy. I'd like to perform more tests with these rules in 2.6. Maybe some little adjustment allows to see the AI using a good variety of governments again. But any possible improvement to the AI is always welcome. ___ Reply to this item at: http://gna.org/patch/?5592 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #5805] Government icons for Tribal and Federation
Update of patch #5805 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #1: Spec-changes to go with GriffonSpade's new governments.png from http://forum.freeciv.org/f/viewtopic.php?f=12t=7start=90 (file #23774) ___ Additional Item Attachment: File name: GovIcons.patch Size:0 KB ___ Reply to this item at: http://gna.org/patch/?5805 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4936] More thorough civ2civ3 help
Update of patch #4936 (project freeciv): Depends on: = patch #5763 ___ Reply to this item at: http://gna.org/patch/?4936 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4936] More thorough civ2civ3 help
Update of patch #4936 (project freeciv): Planned Release:2.5.0, 2.6.0, 3..0.0 = 2.5.0, 2.6.0, 3.0.0 ___ Follow-up Comment #8: Attached a new version with a stab at government help. It incorporates and munges bardo's patch #5691. I've tried to add text indicating particular strengths and weaknesses, drawing on bardo's descriptions of his intentions in patch #5592. I'm still a bit displeased with the result, especially the redundancy with autogenerated help. But it'll do. The patch also tweaks some other items, and addresses some (but not all) of the comments so far. Not yet a commit candidate Tweaks: I) README In patch #5764 I introduced some changes to the city defense table that seems to collide with this patch (sorry) Yes, I saw those. Not reconciled yet, still to do. - You fixed some capital letters, but I'm afraid it'd require some more fixes in order to get an uniform use of capital letters. That's OK, I'm content to fix the issues I notice and leave some in. I tried to use them for key words that have an special meaning in the game, but I'm not sure about the expected use in freeciv help texts. We're not entirely consistent, but tend to use them as you say. 2) Units I think the FIXME in the transport is no longer needed. We fixed it so sea units can not perform other transformations in land. Transports can still clean pollution in coastal cities, and faster than Engineers. I've updated the FIXME comment, but I don't think there's anything we can do about it in S2_5. 3) Terrains About the fixme in Fortress and Airbase: Deleted. Other tweaks: * In Marco Polo, noted the benefit to research if you're behind. * Comments in effects.ruleset from the notes I made while doing this. * Some minor rewordings. (file #23773) ___ Additional Item Attachment: File name: S2_5-civ2civ3-doc-wip-bis.patch Size:83 KB ___ Reply to this item at: http://gna.org/patch/?4936 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4936] More thorough civ2civ3 help
Follow-up Comment #9, patch #4936 (project freeciv): 4) Buildings Lots of changes here, and all them look accurate to me, and very thorough. Something that I noticed is that this ruleset includes more exceptions to the general rules than I though. While I always liked simple rules that can be easy to remember without the need to consult the help continually. I'll take it into account for future patches. I didn't like the way you described the defensive bonuses in these buildings: Aqueduct, City Walls, Coastal Defense. Even when they look accurate once you take into account the intrinsec bonus of the cities, the resultant numbers sound too aleatory, and complicated to remember. In freeciv, all bonuses given by buildings as %, are always summed to each other (with no exceptions if I'm right): output, pollution, defense... But reading the help, it sounds as if they were sometimes multiplied (doubled, halved), and sometimes summed (increased by 100%, reduced by 50%). I think it would be easier to learn to play this ruleset if the help would always talk about increament or decrement of % bonus. City Walls = +100% against land units Coastal Defense = +100% against see units Small City = +50% against land units. Large City = +100% against land units and +50% against see units. Anyway, thank you very much for this revision of the help, now it is much better than my previous version. ___ Reply to this item at: http://gna.org/patch/?4936 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20032] Many unit activities use same icons (amplio2)
Update of bug #20032 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20032 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #5789] [Metaticket] Distinct activity icons for each road and base type in supplied tilesets
Update of patch #5789 (project freeciv): Planned Release: 2.5.0 = 2.5.1 ___ Follow-up Comment #1: Default tileset (amplio2) handled. ___ Reply to this item at: http://gna.org/patch/?5789 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #23252] Rulesets missing information about maximum trade routes
Update of bug #23252 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?23252 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #23253] multiplayer: Remove Max_Trade_Routes from effects.ruleset
Update of bug #23253 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?23253 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #5804] civ2civ3: allow distinct graphics for Tribal and Federation governments
Update of patch #5804 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?5804 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev