[Freeciv-Dev] [patch #5764] civ2civ3: bonus to defense in cities moved to size 9

2015-02-09 Thread Jacob Nevins
Update of patch #5764 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #5801] civ2civ3: allow Internet to have distinct graphic

2015-02-09 Thread Jacob Nevins
Update of patch #5801 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #5800] civ2civ3: Increase Fire disaster threshold to city size = 9

2015-02-09 Thread Jacob Nevins
Update of patch #5800 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #5763] civ2civ3: Tribal government gets martial law 2 per unit

2015-02-09 Thread Jacob Nevins
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

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[Freeciv-Dev] [patch #5792] S2_5 README.packaging: Mention that xaw-client is no longer maintained

2015-02-09 Thread Marko Lindqvist
Update of patch #5792 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4936] More thorough civ2civ3 help

2015-02-09 Thread David Fernandez
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.

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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2015-02-09 Thread David Fernandez
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.


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[Freeciv-Dev] [patch #5805] Government icons for Tribal and Federation

2015-02-09 Thread Marko Lindqvist
Update of patch #5805 (project freeciv):

  Status:None = Ready For Test 

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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)
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[Freeciv-Dev] [patch #4936] More thorough civ2civ3 help

2015-02-09 Thread Jacob Nevins
Update of patch #4936 (project freeciv):

  Depends on: = patch #5763


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[Freeciv-Dev] [patch #4936] More thorough civ2civ3 help

2015-02-09 Thread Jacob Nevins
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

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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)
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[Freeciv-Dev] [patch #4936] More thorough civ2civ3 help

2015-02-09 Thread David Fernandez
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. 

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[Freeciv-Dev] [bug #20032] Many unit activities use same icons (amplio2)

2015-02-09 Thread Marko Lindqvist
Update of bug #20032 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #5789] [Metaticket] Distinct activity icons for each road and base type in supplied tilesets

2015-02-09 Thread Marko Lindqvist
Update of patch #5789 (project freeciv):

 Planned Release:   2.5.0 = 2.5.1  

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Follow-up Comment #1:

Default tileset (amplio2) handled.

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[Freeciv-Dev] [bug #23252] Rulesets missing information about maximum trade routes

2015-02-09 Thread Jacob Nevins
Update of bug #23252 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #23253] multiplayer: Remove Max_Trade_Routes from effects.ruleset

2015-02-09 Thread Jacob Nevins
Update of bug #23253 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #5804] civ2civ3: allow distinct graphics for Tribal and Federation governments

2015-02-09 Thread Jacob Nevins
Update of patch #5804 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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