[Freeciv-Dev] [patch #5927] civ2civ3: pre-base gfx hidden by base; and not possible to upgrade over rivers

2015-04-15 Thread David Fernandez
Follow-up Comment #3, patch #5927 (project freeciv):

Updated patch for v2.6.

I'd like to rethink the relation between rivers and fortresses
No need to rethink the restriction in rivers. I believe this is the way to go
no matter the other effects of fortresses.

(file #24243)
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File name: civ2civ3-forts-v2-S2_6.patch   Size:2 KB


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[Freeciv-Dev] [patch #5927] civ2civ3: pre-base gfx hidden by base; and not possible to upgrade over rivers

2015-04-15 Thread David Fernandez
Follow-up Comment #2, patch #5927 (project freeciv):

I'll redo it.
In fact, I'd like to rethink the relation between rivers and fortresses,
depending on the result of this other patch #5998.

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[Freeciv-Dev] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers (oil wells)?

2015-04-15 Thread David Fernandez
Follow-up Comment #4, patch #5915 (project freeciv):

Patch for v2.6.
It reserves the Oil Well for desert and glacier, and creates a different extra
for oceans, named Oil Platform.

I upload it already, in case someone knows a way to get the same effect
without the need to introduce an additional extra. But this patch would
require some more testing.

I also sorted the ruleset code so these effects related to terrains are placed
together.

Note that these changes hardly affects the gameplay until the research of
Refining.



(file #24245)
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File name: civ2civ3-oil_well-S2_6.patch   Size:11 KB


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