[Freeciv-Dev] [patch #5474] Amplio updated with features from Amplio2

2014-11-29 Thread David Fernandez
Follow-up Comment #1, patch #5474 (project freeciv): By the way, it includes the new bases made by GriffonSpade: http://forum.freeciv.org/f/viewtopic.php?f=12t=360 I may add them to Amplio2 too, if you agree. ___ Reply to this item at:

[Freeciv-Dev] [patch #4739] Make civ2civ3 ruleset the default

2014-11-29 Thread David Fernandez
Follow-up Comment #15, patch #4739 (project freeciv): I keep working on this alternate earth_civ2civ3. Currently, it just includes some of the latest changes to the trunk version that were not applied to S2_5 due to format freeze. I plan to create the modpack when the first v2.5 (non-beta) is

[Freeciv-Dev] [bug #22621] civ2civ3: reconsider bonus to movement by government

2014-11-27 Thread David Fernandez
Follow-up Comment #9, bug #22621 (project freeciv): Yes, I think it is better to change 2.6 too. Else, the bonus to movement encourages rush attacks at the start of the game, and makes hard for new players to estimate the range of enemy attacks, even if the AI can do it now.

[Freeciv-Dev] [bug #22621] civ2civ3: reconsider bonus to movement by government

2014-11-23 Thread David Fernandez
Follow-up Comment #7, bug #22621 (project freeciv): I finally made a patch to replace the move bonus, by a +50% chance of veterancy after a combat. In this patch the bonus does not affect to big land units, but it is cumulative to Sun Tzu wonder. I think Tribal is not going to be that

[Freeciv-Dev] [patch #5011] civ2civ3: default to team_pooled_research=FALSE

2014-11-16 Thread David Fernandez
Follow-up Comment #11, patch #5011 (project freeciv): It is ok to me. ___ Reply to this item at: http://gna.org/patch/?5011 ___ Mensaje enviado vía/por Gna! http://gna.org/

[Freeciv-Dev] [bug #22845] civ2civ3: StackDeath on trench (pre-fortress)

2014-10-25 Thread David Fernandez
Follow-up Comment #2, bug #22845 (project freeciv): You are right, it was an error in my first patch. I didn't notice it. ___ Reply to this item at: http://gna.org/bugs/?22845 ___ Mensaje

[Freeciv-Dev] [bug #22803] City struck by plague should not grow again immediately

2014-10-25 Thread David Fernandez
Follow-up Comment #6, bug #22803 (project freeciv): I agree it is odd to see the 2 messages (plague, and city grows) the same turn. I like your new suggestion, I think these 2 effects will balance each other: (blocking the city from growing that turn) can lead to a small loss of stored food. the

[Freeciv-Dev] [bug #22804] civ2civ3: Sewer System doesn't need Aqueduct, but help implies it does

2014-10-25 Thread David Fernandez
Follow-up Comment #5, bug #22804 (project freeciv): Maybe give some bonus for really big cities to encourage them? Yep, I think big cities need some extra bonus, I'll check the new features of experimental rules. ___ Reply to this item at:

[Freeciv-Dev] [bug #22805] civ2civ3: should more Apollo Program effects survive its destruction?

2014-10-21 Thread David Fernandez
Follow-up Comment #2, bug #22805 (project freeciv): Added survive flag to the other effects of Apollo Program (except the extra vision), and also to the other effect of Manhattan proyect related to UN. (file #22688) ___ Additional Item

[Freeciv-Dev] [bug #22804] civ2civ3: Sewer System doesn't need Aqueduct, but help implies it does

2014-10-21 Thread David Fernandez
Follow-up Comment #2, bug #22804 (project freeciv): Now I remember that another reason to change this requisite from aqueduct, to pop 9, was to simplify the code because there are 3 different aqueduct types in this ruleset, and it makes the requirements more complicated. I made a simple patch

[Freeciv-Dev] [bug #22803] Plague should reduce foodbox like starvation does

2014-10-21 Thread David Fernandez
Follow-up Comment #4, bug #22803 (project freeciv): I have been testing a game with this patch, and I'm afraid I did not fully understand the effects of this patch when I read your description, and now I'm thinking it would be good to keep it optional. In my test I had a city with pop 8 that was

[Freeciv-Dev] [bug #22804] civ2civ3: Sewer System doesn't need Aqueduct, but help implies it does

2014-10-21 Thread David Fernandez
Follow-up Comment #3, bug #22804 (project freeciv): With this patch, Size_Unlimit effect of Sewer system requires the presence of one of the Aqueducts. If all 3 aqueduct types are present in a city (possible with the editor), the value of Size_Unlimit will be 3, but it worked properly in my

[Freeciv-Dev] [bug #22845] civ2civ3: StackDeath on trench (pre-fortress)

2014-10-21 Thread David Fernandez
URL: http://gna.org/bugs/?22845 Summary: civ2civ3: StackDeath on trench (pre-fortress) Project: Freeciv Submitted by: bardo Submitted on: mar 21 oct 2014 22:35:22 UTC Category: rulesets Severity: 3 -

[Freeciv-Dev] [patch #5027] Trench and Airfield graphics

2014-10-21 Thread David Fernandez
Follow-up Comment #7, patch #5027 (project freeciv): My impressions after testing them a bit (by manually pasting them to amplio2): - I'm liking how the short wall looks in all terrains (5th from left to right). - When I test walls with towers both in front and rear (7th), they overlap and it

[Freeciv-Dev] [bug #22804] civ2civ3: Sewer System doesn't need Aqueduct, but help implies it does

2014-10-15 Thread David Fernandez
Follow-up Comment #1, bug #22804 (project freeciv): I remember I changed the pre-requisite of sewer system to pop 9 because the AI was building the sewer system earlier than it was really needed (so maybe this requirement is no longer needed). Although it was not my intention that you can sell

[Freeciv-Dev] [bug #22805] civ2civ3: should more Apollo Program effects survive its destruction?

2014-10-15 Thread David Fernandez
Follow-up Comment #1, bug #22805 (project freeciv): I agree those effects should survive the destruction of Apollo Program the same way than the ability to build spaceships. As you point, UN should not protect to players that are close to win the space race. I'll revise the inter relations of

[Freeciv-Dev] [bug #22807] civ2civ3: Temple of Zeus / King Richard's Crusade half effect under Democracy

2014-10-15 Thread David Fernandez
Follow-up Comment #1, bug #22807 (project freeciv): In this case, I think it is the description that should be updated. Democracy has his own related wonder (women suffrage) to reduce the military unhappiness. I like the fact that Temple of Zeus / King Richard has only half the effect.

[Freeciv-Dev] [bug #22803] Plague should reduce foodbox like starvation does

2014-10-15 Thread David Fernandez
Follow-up Comment #1, bug #22803 (project freeciv): I agree, it is more fair the way you propose. In my opinion, no need to make it optional, since plague is already an optional rule with several options to adjust it. ___ Reply to this

[Freeciv-Dev] [bug #22621] civ2civ3: bonus to movement by government

2014-09-13 Thread David Fernandez
URL: http://gna.org/bugs/?22621 Summary: civ2civ3: bonus to movement by government Project: Freeciv Submitted by: bardo Submitted on: sáb 13 sep 2014 17:45:33 UTC Category: rulesets Severity: 2 - Minor

[Freeciv-Dev] [bug #22621] civ2civ3: bonus to movement by government

2014-09-13 Thread David Fernandez
Follow-up Comment #3, bug #22621 (project freeciv): We can also fix that bug. I guess you mean for defense? Yes, I mean what cazfi said in bug #22567: The cvi2civ3 movement bonus thing needs thinking. The problem is in the granularity used when calculating how soon enemy can conquer the city

[Freeciv-Dev] [bug #22456] AI player kills our unit on contact then immediately offers ceasefire

2014-08-10 Thread David Fernandez
Follow-up Comment #1, bug #22456 (project freeciv): It has happened to me several times, and I didn't know it was affected by movement points. The Tribal goverment of civ2civ3 gives an extra movement point, maybe this bonus increase the chances of this kind of AI attacks at first contact? I find

[Freeciv-Dev] [patch #5027] Trench and Airfield graphics

2014-08-10 Thread David Fernandez
Follow-up Comment #5, patch #5027 (project freeciv): The english name that you think fits better is ok to me. In spanish I'd vote for aerodromo. About the Trench, in game it acts more as an improvised fortification than as actual trenchs. I like the idea of sandbag-line, or breastwork. But it

[Freeciv-Dev] [bug #22446] civ2civ3 illegal happyborders value

2014-08-09 Thread David Fernandez
Follow-up Comment #2, bug #22446 (project freeciv): I'm afraid I made the same mistake in patch #5011, I'll fix it. ___ Reply to this item at: http://gna.org/bugs/?22446 ___ Mensaje enviado

[Freeciv-Dev] [bug #22446] civ2civ3 illegal happyborders value

2014-08-09 Thread David Fernandez
Follow-up Comment #3, bug #22446 (project freeciv): I'm trying to apply this fix to patch #5011, but I'm confused. There is an error message when I use DISABLE (instead of DISABLED) for happyborders: 1: Can't read value for setting 'happyborders': In entry_bool_get() [registry_ini.c:3123]:

[Freeciv-Dev] [patch #5011] civ2civ3: default to team_pooled_research=FALSE

2014-08-09 Thread David Fernandez
Follow-up Comment #3, patch #5011 (project freeciv): New patch where I use TRUE and FALSE instead of ENABLED and DISABLED for all settings, except for borders that seems to require a String (not boolean) value. Patch for rev25768, where bug #22446 was already applied. (file #21683, file #21684)

[Freeciv-Dev] [bug #22438] civ2civ3: Triremes in coastal river cities miss out on Lighthouse move bonus

2014-08-04 Thread David Fernandez
Follow-up Comment #2, bug #22438 (project freeciv): It looks like a good fix. ___ Reply to this item at: http://gna.org/bugs/?22438 ___ Mensaje enviado vía/por Gna! http://gna.org/

[Freeciv-Dev] [bug #22417] civ2civ3 Transport can build mines in coastal cities, etc

2014-08-03 Thread David Fernandez
Follow-up Comment #8, bug #22417 (project freeciv): Patch done the way persia suggested. It prevents sea unitclass from building irrigations and mines. Except for trunk, where sea units can build mines in deep ocean once Miniaturization is researched. Since transports can already clean pollution

[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-03 Thread David Fernandez
Follow-up Comment #4, patch #5007 (project freeciv): In spanish it'd be something like obrero(laborer), capataz(foreman), perito(?) and titulado(chartered). But taking into account the scale, as you point, I'd prefer experimentado(experienced), cualificado(skilled), experto(expert),

[Freeciv-Dev] [bug #22433] civ2civ3: industrialization tech still increases population pollution

2014-08-03 Thread David Fernandez
Follow-up Comment #1, bug #22433 (project freeciv): If I remember, one Population_Pollution_Inc is needed in order to enable the pollution caused by population, but it would be cero at this point until the effect Pollu_Pop_Pct is raised by the buildings. I think it is not a bug, but there might

[Freeciv-Dev] [patch #5014] Industrial Accident disaster

2014-08-03 Thread David Fernandez
Follow-up Comment #3, patch #5014 (project freeciv): I think it will fit civ2civ3. Please, if you add it to classic rules, add it to civ2civ3 too, with the same chance than the other disasters (currently 100/1). ___ Reply to this item

[Freeciv-Dev] [bug #22433] civ2civ3: industrialization tech still increases population pollution

2014-08-03 Thread David Fernandez
Follow-up Comment #3, bug #22433 (project freeciv): Also, it creates a perverse incentive to lose the Industrialization tech after building all your buildings. Good point. I recently created a patch for trunk (patch #4967) that uses the new feature to avoid holes in the tech tree. I think it will

[Freeciv-Dev] [bug #22434] civ2civ3: Hoover Dam in city should make Solar Plant redundant

2014-08-03 Thread David Fernandez
Follow-up Comment #1, bug #22434 (project freeciv): You are right. Talking about Hoover Dam, this is a wonder that I'm not sure if it is worth the cost in civ2civ3. I balanced the rules as if it was important for the player to prevent the pollution and the global warning: solar plants, recycle

[Freeciv-Dev] [bug #22330] civ2civ3 barbarian waste

2014-08-03 Thread David Fernandez
Follow-up Comment #4, bug #22330 (project freeciv): As you say, there was a palace in one of the barbarian cities. I used the edit mode to remove the palace and to verify there were no differences with and without palace. I also gave them the techs that cause changes to the corruption/waste in

[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-02 Thread David Fernandez
Follow-up Comment #1, patch #5007 (project freeciv): I'm not good choosing names, but I like the idea to give them custom names. Also, the bonus seems very generous; elite Engineers work 4x as fast as Workers, and an Engineer has a 50% chance of being elite after 127 turns of activity. Is this

[Freeciv-Dev] [bug #22421] civ2civ3 maglev: does not use hidden_by

2014-08-02 Thread David Fernandez
Follow-up Comment #1, bug #22421 (project freeciv): This was a bug indeed. I'll test your patch. ___ Reply to this item at: http://gna.org/bugs/?22421 ___ Mensaje enviado vía/por Gna!

[Freeciv-Dev] [patch #5011] civ2civ3: default to team_pooled_research=FALSE

2014-08-02 Thread David Fernandez
Follow-up Comment #1, patch #5011 (project freeciv): I like the idea to lock it. Maybe with a sort comment in the same line of game.ruleset, so possible modders know why is locked. ___ Reply to this item at: http://gna.org/patch/?5011

[Freeciv-Dev] [bug #22395] Unit not tired for attacking?

2014-08-02 Thread David Fernandez
Follow-up Comment #3, bug #22395 (project freeciv): I personally find lack of tired_attack bad for game balance - what's the point of fast units when any unit can attack with full power even after moving next to the city same turn (without giving opportunity to counter-attack) I agree about the

[Freeciv-Dev] [bug #22421] civ2civ3 maglev: does not use hidden_by

2014-08-02 Thread David Fernandez
Follow-up Comment #2, bug #22421 (project freeciv): Tested with trunk rev25768, amplio2, and gtk2 client. Maglev gfx looks right to me. One question about amplio. I still like the colors and icons of this old tileset more than the new amplio2, and I see it is still hosted here. Are there plans

[Freeciv-Dev] [patch #5010] [metaticket] Trouble with team_pooled_research=FALSE

2014-08-02 Thread David Fernandez
Follow-up Comment #2, patch #5010 (project freeciv): Has anyone tried autogames involving teams with pooled research disabled? I suspect that one reason it's buggy is that it's a non-default configuration. I played a couple of games with v2.5, civ2civ3 rules, all AIs in same team, and pooled

[Freeciv-Dev] [patch #5011] civ2civ3: default to team_pooled_research=FALSE

2014-08-02 Thread David Fernandez
Follow-up Comment #2, patch #5011 (project freeciv): Patch to disable team_pooled_research by default for trunk. Option locked (and commented) for v2.5. I also simplified the description of the ruleset because I think it is no longer accurate. Removed this part: Adapted for single player, with

[Freeciv-Dev] [bug #22424] Allow mines in water in supplied tilesets on stable branches

2014-08-02 Thread David Fernandez
Follow-up Comment #1, bug #22424 (project freeciv): If you could do that, I could backport the civ2civ3 feature to mine oceans from trunk to v2.5. Right now I'm testing a patch for bug #22417 where I also changed from buoys to mines the requirement to get the shield bonus from offshore plataform

[Freeciv-Dev] [bug #22424] Allow mines in water in supplied tilesets on stable branches

2014-08-02 Thread David Fernandez
Follow-up Comment #4, bug #22424 (project freeciv): That seems like a bit of a big change to make after beta1 Right, right, I forgot compatibility. Maybe it could go in the 2.5 version of the civ2civ3 dev modpack Yep, I plan to make a modpack version with the changes that can not go into s2_5.

[Freeciv-Dev] [bug #22385] Old civ2civ3 savegames fail to load

2014-07-23 Thread David Fernandez
Follow-up Comment #1, bug #22385 (project freeciv): You are right. When civ2civ3 was in development as a separate modpack, I didn't take much care about keeping compatibility because many rules were changed from one version to the next. Now that this ruleset is part of freeciv development here,

[Freeciv-Dev] [bug #22374] Civ2Civ3 ruleset enforces restricted infrastructure setting on rivers

2014-07-23 Thread David Fernandez
Follow-up Comment #5, bug #22374 (project freeciv): on a river tile in enemy territory land units ignore the river and travel on the terrain, but triremes ignore the terrain and travel on the river. The way it sounds seems realistic to me. The land units require extra infrastructure in order to

[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2014-07-20 Thread David Fernandez
Follow-up Comment #2, patch #4966 (project freeciv): I'm also thinking that the movement of modern big land units is high enough with standard railroads, while infantry is the class that would need more this boost to movement. It might be better for gameplay to keep maglev native to non wheeled

[Freeciv-Dev] [patch #4812] civ2civ3: increased fuel of air units

2014-07-20 Thread David Fernandez
Follow-up Comment #5, patch #4812 (project freeciv): New patch with some additional adjustments: - Increased fuel of all Air units by one. - All Air units lose 10% of HPs, like helicopters, when they end out of a city or airbase. - Increased range of Cruise Missiles to 16, so it is greater than

[Freeciv-Dev] [patch #4812] civ2civ3: increased fuel of air units

2014-07-20 Thread David Fernandez
Follow-up Comment #6, patch #4812 (project freeciv): The patch was made for rev25650, but I have been unable to test the new airlifting capability because the Airlift button is always disabled for me in this version, even with unmodded classic rules. I'll open a bug ticket if the problem

[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2014-07-20 Thread David Fernandez
Follow-up Comment #4, patch #4966 (project freeciv): New patch to make maglev native only to Land and Small Land. Big land and Merchant would represent some heavy units and heavy goods not suitable for maglev. And I like it much more this way for gameplay reasons too. Patch for rev25650.

[Freeciv-Dev] [bug #22308] civ2civ3: help claims fortresses/airbases can't be built on rivers

2014-07-19 Thread David Fernandez
Follow-up Comment #2, bug #22308 (project freeciv): Good catch. We allowed bases on rivers with the patch that introduced pre-bases. I liked the new helptexts you made for roads and rivers, I'll take them into account for future patches.

[Freeciv-Dev] [patch #4935] Set HasNoZOC on some air units: AWACS, missiles, and bombers

2014-07-19 Thread David Fernandez
Follow-up Comment #3, patch #4935 (project freeciv): I like it for civ2civ3 too. Now that we are planing to increase the fuel for air units, I think it is going to be important to remove the ability to impose ZOC for all air units, even helicopters because they are not reachable in civ2civ3. I

[Freeciv-Dev] [patch #4965] civ2civ3: partisans linked to city nationality

2014-07-19 Thread David Fernandez
URL: http://gna.org/patch/?4965 Summary: civ2civ3: partisans linked to city nationality Project: Freeciv Submitted by: bardo Submitted on: dom 20 jul 2014 01:53:03 UTC Category: rulesets Priority: 5 -

[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2014-07-19 Thread David Fernandez
URL: http://gna.org/patch/?4966 Summary: civ2civ3: maglev Project: Freeciv Submitted by: bardo Submitted on: dom 20 jul 2014 02:45:11 UTC Category: rulesets Priority: 5 - Normal Status:

[Freeciv-Dev] [patch #4967] civ2civ3: do not allow holes in tech tree

2014-07-19 Thread David Fernandez
URL: http://gna.org/patch/?4967 Summary: civ2civ3: do not allow holes in tech tree Project: Freeciv Submitted by: bardo Submitted on: dom 20 jul 2014 02:58:12 UTC Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [bug #22365] civ2civ3: help claims that big land units are river native

2014-07-19 Thread David Fernandez
URL: http://gna.org/bugs/?22365 Summary: civ2civ3: help claims that big land units are river native Project: Freeciv Submitted by: bardo Submitted on: dom 20 jul 2014 03:47:03 UTC Category: None Severity:

[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-07-16 Thread David Fernandez
Follow-up Comment #16, patch #4608 (project freeciv): I forgot to remove the DiplomatDefense from the new pre-base named Airfield, as we did in bug #22188 for the Airbase. I'll create a new patch. ___ Reply to this item at:

[Freeciv-Dev] [bug #22292] civ2civ3: en_GB building names

2014-07-09 Thread David Fernandez
Follow-up Comment #1, bug #22292 (project freeciv): I guess I chose Mausolos because it was Mausolo in spanish. Thanks for the right traduction. ___ Reply to this item at: http://gna.org/bugs/?22292

[Freeciv-Dev] [patch #4812] civ2civ3: increased fuel of air units

2014-07-09 Thread David Fernandez
Follow-up Comment #4, patch #4812 (project freeciv): I keep thinking about this issue. In my opinion, a desired behavior for air units should allow the usual tactics that we saw in WW2. It should be possible: 1) to send Bombers alone to weaken enemy cities. 2) to lose Bombers against enemy

[Freeciv-Dev] [patch #4812] civ2civ3: increased fuel of air units

2014-07-05 Thread David Fernandez
Follow-up Comment #3, patch #4812 (project freeciv): I'm liking your alternative solution. Something similar was suggested in the greaturn forums. I made this patch with increased fuel because it is the way I played in my latest game, and it is the only way I found to recreate air to air

[Freeciv-Dev] [patch #4842] Scenario earth-160x90: Updated starting positions

2014-07-03 Thread David Fernandez
Follow-up Comment #2, patch #4842 (project freeciv): I guess it is better to keep all settings, in order to keep it similar to rest of scenarios. New patch where I only changed the settings related to the starting positions: num of players 30, max players 38, and one initial settler (the way I

[Freeciv-Dev] [bug #22234] Scenarios could be compatible with more than one ruleset

2014-06-23 Thread David Fernandez
URL: http://gna.org/bugs/?22234 Summary: Scenarios could be compatible with more than one ruleset Project: Freeciv Submitted by: bardo Submitted on: lun 23 jun 2014 20:26:09 UTC Category: rulesets

[Freeciv-Dev] [bug #22228] scenario earth-160x90-v2 wrong topology

2014-06-23 Thread David Fernandez
Follow-up Comment #3, bug #8 (project freeciv): You mean 2.5 format, as that's the latest update done for scenarios? Yes, I wasn't sure which version changed them. I had not played it since v2.3. I added manually the line to force non-ISO topology, and it is working for me. Patch attached.

[Freeciv-Dev] [patch #4842] Scenario earth-160x90: Updated starting positions

2014-06-23 Thread David Fernandez
URL: http://gna.org/patch/?4842 Summary: Scenario earth-160x90: Updated starting positions Project: Freeciv Submitted by: bardo Submitted on: lun 23 jun 2014 23:31:43 UTC Category: rulesets Priority: 3 -

[Freeciv-Dev] [bug #22228] scenario earth-160x90-v2 wrong topology

2014-06-21 Thread David Fernandez
URL: http://gna.org/bugs/?8 Summary: scenario earth-160x90-v2 wrong topology Project: Freeciv Submitted by: bardo Submitted on: sáb 21 jun 2014 12:24:00 UTC Category: None Severity: 3 - Normal

[Freeciv-Dev] [patch #4739] Make civ2civ3 ruleset the default

2014-06-20 Thread David Fernandez
Follow-up Comment #11, patch #4739 (project freeciv): I've been keeping a couple of rulesets synchronized with freeciv TRUNK. I also have updated some rulesets from freeciv release to freeciv release. I can tell that latter is much easier. Though the step is bigger, it's just one step and you can

[Freeciv-Dev] [patch #4739] Make civ2civ3 ruleset the default

2014-06-20 Thread David Fernandez
Follow-up Comment #13, patch #4739 (project freeciv): Actually, if this alternative ruleset is hosted here it will be much more easier for me, and for everyone interested to submit patches. I just think that keeping it continually updated will be an extra work for you developers, so what you

[Freeciv-Dev] [patch #4739] Make civ2civ3 ruleset the default

2014-06-18 Thread David Fernandez
Follow-up Comment #6, patch #4739 (project freeciv): I'm liking the way civ2civ3 is being managed here by cazfi. When I send a new patch, I feel safer because I know that someone who knows the code, and the compatibility rules, is going to check the patch. If cazfi agree to continue this way, I'm

[Freeciv-Dev] [patch #4739] Make civ2civ3 ruleset the default

2014-06-18 Thread David Fernandez
Follow-up Comment #7, patch #4739 (project freeciv): While setting this system up, one thing to consider is savegame compatibility... From now on, I'll try to take into acount these compatibility issues. I'll also use as guide for new patches the idea that a game started with a freeciv version

[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-06-17 Thread David Fernandez
Follow-up Comment #1, patch #4816 (project freeciv): My plan was to enable zones of control in deep oceans because I like naval units to be able to protect adjacent units without moving to the same tile, and because it could encourage the use of naval formations. But I do not like to enable ZOCs

[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-06-17 Thread David Fernandez
URL: http://gna.org/patch/?4816 Summary: civ2civ3: ZoCs not affected by non military units. Project: Freeciv Submitted by: bardo Submitted on: mar 17 jun 2014 12:26:24 UTC Category: None Priority: 5 -

[Freeciv-Dev] [patch #4806] civ2civ3: terrain transformations

2014-06-17 Thread David Fernandez
Follow-up Comment #3, patch #4806 (project freeciv): Updated patch that use mines instead of buoys as requisite to get extra shield in deep ocean when there is an offshore platform in the city. I was going to create a different patch, but it would conflit with this one, and they are related

[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-06-17 Thread David Fernandez
Follow-up Comment #14, patch #4608 (project freeciv): Updated patch for TRUNK: - Added Trench and Airfield bases, as pre-requisite for Fortress and Airbase, in order to prevent the construction of full bases in one single turn. - Airbases and Fortresses can be built on river tiles again. It may

[Freeciv-Dev] [patch #4817] [Metaticket] civ2civ3

2014-06-17 Thread David Fernandez
URL: http://gna.org/patch/?4817 Summary: [Metaticket] civ2civ3 Project: Freeciv Submitted by: bardo Submitted on: mar 17 jun 2014 16:20:46 UTC Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [patch #4739] Make civ2civ3 ruleset the default

2014-06-16 Thread David Fernandez
Follow-up Comment #3, patch #4739 (project freeciv): My opinion about experimetal ruleset is that it is very useful for ruleset authors when developers of new engine features include an example in this experimental ruleset, so we can see how the new features are supposed to be used. I find

[Freeciv-Dev] [patch #4811] civ2civ3: increase explorer vision

2014-06-16 Thread David Fernandez
URL: http://gna.org/patch/?4811 Summary: civ2civ3: increase explorer vision Project: Freeciv Submitted by: bardo Submitted on: lun 16 jun 2014 12:40:02 UTC Category: rulesets Priority: 3 - Low

[Freeciv-Dev] [patch #4811] civ2civ3: increase explorer vision

2014-06-16 Thread David Fernandez
Follow-up Comment #1, patch #4811 (project freeciv): From now on I'll not include a version for S2_5 unless it is a bugfix. And I will not change the date in the header of the readme to avoid conflicts while applying the patches. ___

[Freeciv-Dev] [patch #4812] civ2civ3: increased fuel of air units

2014-06-16 Thread David Fernandez
URL: http://gna.org/patch/?4812 Summary: civ2civ3: increased fuel of air units Project: Freeciv Submitted by: bardo Submitted on: lun 16 jun 2014 15:55:37 UTC Category: None Priority: 5 - Normal

[Freeciv-Dev] [patch #4812] civ2civ3: increased fuel of air units

2014-06-16 Thread David Fernandez
Follow-up Comment #1, patch #4812 (project freeciv): I did not include this change in previous versions because the AI did not build fighters with fuel 2, while they did build the same fighters with fuel 1. It seems this is no longer a problem in trunk.

[Freeciv-Dev] [patch #4806] civ2civ3: terrain transformations

2014-06-16 Thread David Fernandez
Follow-up Comment #2, patch #4806 (project freeciv): Changes: - Readjusted terrain transformations. Designed so all useful alterations can be finished in 1 or 2 steps, and all effects from Global warming can be reversibly with terraforming. - Allowed early transformation from Forest to

[Freeciv-Dev] [patch #4805] Transferring units between transports on the same tile

2014-06-15 Thread David Fernandez
Follow-up Comment #5, patch #4805 (project freeciv): Obviously realism cannot be used as the guideline here, as none of these things is realistic. So it becomes mainly gameplay and balance issue - we should disallow major exploits. I do not say that it is less realistic this use of transports,

[Freeciv-Dev] [bug #21942] Crash when opening city window with gtk3

2014-06-15 Thread David Fernandez
Follow-up Comment #7, bug #21942 (project freeciv): The first attached file was the gdb backtrace with kubuntu 13.10. This one with kubuntu 14.04, TRUNK rev25130, and gtk3 client. The gtk2 client of same revision seems to work fine for me. I can even see the unit animations that I haven't seen

[Freeciv-Dev] [bug #21849] Unit animations not working

2014-06-15 Thread David Fernandez
Follow-up Comment #8, bug #21849 (project freeciv): I have upgraded to kubuntu 14.04 (from 13.10), and now I can see the unit animations. They work both with gtk2 and gtk3 clients. I have tested the same revision where animations were not working for me, and now I can see them. I found a

[Freeciv-Dev] [patch #4806] civ2civ3: terrain transformations

2014-06-15 Thread David Fernandez
URL: http://gna.org/patch/?4806 Summary: civ2civ3: terrain transformations Project: Freeciv Submitted by: bardo Submitted on: dom 15 jun 2014 14:04:01 UTC Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [patch #4806] civ2civ3: terrain transformations

2014-06-15 Thread David Fernandez
Follow-up Comment #1, patch #4806 (project freeciv): Before I attach the patch, I'd like to know the opinion of freeciv developers about the future of civ2civ3 rules. Now that this ruleset is included in official release, I wonder if I should try to stop modifing the rules, except when it is

[Freeciv-Dev] [bug #21942] Crash when opening city window with gtk3

2014-06-14 Thread David Fernandez
Follow-up Comment #5, bug #21942 (project freeciv): Let me know if there is something I can do to help find the cause. ___ Reply to this item at: http://gna.org/bugs/?21942 ___ Mensaje

[Freeciv-Dev] [bug #22188] civ2civ3: remove DiplomatDefense flag from Airbase

2014-06-14 Thread David Fernandez
Follow-up Comment #2, bug #22188 (project freeciv): I'm going to submit some minor patches for civ2civ3 issues pointed in the forums. I'll do the patch for this one too, if you agree. ___ Reply to this item at:

[Freeciv-Dev] [patch #4805] Transferring units between transports on the same tile

2014-06-14 Thread David Fernandez
Follow-up Comment #1, patch #4805 (project freeciv): Something that I liked from freeciv compared to other civs is that it was not possible to use chains of transports in order to move units indefinitely in one single turn. If you allow transferring units between transports on the same tile, I'm

[Freeciv-Dev] [bug #22191] civ2civ3: granary reduces the waste of food by distance

2014-06-14 Thread David Fernandez
URL: http://gna.org/bugs/?22191 Summary: civ2civ3: granary reduces the waste of food by distance Project: Freeciv Submitted by: bardo Submitted on: sáb 14 jun 2014 17:17:10 UTC Category: None Severity: 3 -

[Freeciv-Dev] [bug #22187] Client allows attempted violation of embarks/disembarks restrictions

2014-06-14 Thread David Fernandez
Follow-up Comment #2, bug #22187 (project freeciv): In the meanwhile, do you think civ2civ3 should allow all units to disembark from helicopters everywhere? ___ Reply to this item at: http://gna.org/bugs/?22187

[Freeciv-Dev] [bug #22192] civ2civ3: Marco Polo's Embassy overpowered with many players

2014-06-14 Thread David Fernandez
URL: http://gna.org/bugs/?22192 Summary: civ2civ3: Marco Polo's Embassy overpowered with many players Project: Freeciv Submitted by: bardo Submitted on: sáb 14 jun 2014 17:38:47 UTC Category: None

[Freeciv-Dev] [bug #22188] civ2civ3: remove DiplomatDefense flag from Airbase

2014-06-14 Thread David Fernandez
Follow-up Comment #6, bug #22188 (project freeciv): Attached patch to remove DiplomatDefense from Airbases. (file #21005, file #21006) ___ Additional Item Attachment: File name: civ2civ3-airbase.patch Size:0 KB File name:

[Freeciv-Dev] [bug #22158] tech_upkeep_style 'Cities' vs team_pooled_research

2014-06-13 Thread David Fernandez
Follow-up Comment #1, bug #22158 (project freeciv): The way I see it, I think the upkeep should take into acount all the cities from all the players on the same team, as you point. The original idea of this new style was to redefine the tech upkeep as the bulbs needed per city. When the tech

[Freeciv-Dev] [bug #21942] Crash when opening city window with gtk3

2014-06-13 Thread David Fernandez
Follow-up Comment #2, bug #21942 (project freeciv): I just updated to kubuntu 14.04, I compiled rev25134 with gtk3 enabled, and it keep crashing when I build my first city. ___ Reply to this item at: http://gna.org/bugs/?21942

[Freeciv-Dev] [bug #22051] Missing route for a city on river

2014-05-20 Thread David Fernandez
Follow-up Comment #5, bug #22051 (project freeciv): I didn't notice this change, but the behavior of AutoOnCityCenter makes sense to me, I personally like it for civ2civ3 ruleset. I'll see what other players say. ___ Reply to this item at:

[Freeciv-Dev] [patch #4636] civ2civ3 rules: fixes

2014-04-27 Thread David Fernandez
Follow-up Comment #9, patch #4636 (project freeciv): ok, I'll do it. ___ Reply to this item at: http://gna.org/patch/?4636 ___ Mensaje enviado vía/por Gna! http://gna.org/

[Freeciv-Dev] [patch #4636] civ2civ3 rules: fixes

2014-04-27 Thread David Fernandez
Follow-up Comment #10, patch #4636 (project freeciv): Updated patch with conflicts between bases, instead of requirements. (file #20595, file #20596) ___ Additional Item Attachment: File name: civ2civ3-bases-2.patch Size:6 KB File

[Freeciv-Dev] [bug #21952] civ2civ3: helicopters can't load/unload units out of cities or airbases

2014-04-22 Thread David Fernandez
URL: http://gna.org/bugs/?21952 Summary: civ2civ3: helicopters can't load/unload units out of cities or airbases Project: Freeciv Submitted by: bardo Submitted on: mar 22 abr 2014 09:54:58 UTC Category: rulesets

[Freeciv-Dev] [bug #21952] civ2civ3: helicopters can't load/unload units out of cities or airbases

2014-04-22 Thread David Fernandez
Follow-up Comment #2, bug #21952 (project freeciv): That is, thank you. It is well documented, I should have found it by myself. Attached patch to allow all modern infantry units (non upgradable) to embark/disembark to Helicopters. I planned for some time to allow Riflemen to upgrade to Marine

[Freeciv-Dev] [patch #4636] civ2civ3 rules: fixes

2014-04-21 Thread David Fernandez
Follow-up Comment #7, patch #4636 (project freeciv): Is there specific reason you've done this via requirements and not made them to conflict with each other, i.e., allowing the another one to be built but replacing the existing ones in the process? My fault, I didn't notice that feature. It

[Freeciv-Dev] [bug #21851] Possible memory leak in S2_5

2014-04-21 Thread David Fernandez
Follow-up Comment #13, bug #21851 (project freeciv): I think you are right about X server, jtn. Can you spot any other process' memory usage increasing? In my case, the process freeciv-gtk2 keeps constant memory usage, kwin changes when I open window, but it returns to similar memory usage when I

[Freeciv-Dev] [bug #21849] Unit animations not working

2014-04-19 Thread David Fernandez
Follow-up Comment #7, bug #21849 (project freeciv): Right, my problem with gtk2 looks the same than bug #19921 for gtk3. If I set a very high animation time, I see a big delay and then instant movement. If I do e(X)plore on an Explorer unit, I do not see it move through the intermediate tiles.

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