[Freeciv-Dev] [bug #22080] Non-cumulative Barracks effects not right wrt building redundancy

2014-06-02 Thread Jacob Nevins
Update of bug #22080 (project freeciv):

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


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[Freeciv-Dev] [bug #22080] Non-cumulative Barracks effects not right wrt building redundancy

2014-05-31 Thread Jacob Nevins
Update of bug #22080 (project freeciv):

  Status: In Progress = Ready For Test 

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Additional Item Attachment:

File name: trunk-barracks-exclusivity-rearrange.patch Size:10 KB
File name: S2_5-barracks-exclusivity-rearrange.patch Size:8 KB


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[Freeciv-Dev] [bug #22080] Non-cumulative Barracks effects not right wrt building redundancy

2014-05-25 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22080

 Summary: Non-cumulative Barracks effects not right wrt
building redundancy
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 25 May 2014 11:07:28 BST
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0, 2.6.0

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Details:

The nreqs added in bug #20232 to protect against simultaneous effects from
Barracks / Barracks II cause slightly suboptimal UI:
* Newer Barracks' effects are prevented by presence of older ones, so the
newer buildings are considered redundant. (This can be seen in civ1 ruleset.)
* The HP_Regen effect isn't protected against being cumulative. This has no
gameplay effect (since it's a 100% effect) but prevents buildings from being
considered redundant (in rulesets other than civ1).

This is mostly cosmetic -- redundant buildings are displayed with
strikethrough / (*) in clients and are candidates for the Sell Redundant
button. It doesn't change the game rules. (I haven't checked if the AI also
uses this notion, but if it does I doubt it changes gameplay much.)

The civ2civ3 ruleset in S2_5 svn already gets all of this right.




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[Freeciv-Dev] [bug #22080] Non-cumulative Barracks effects not right wrt building redundancy

2014-05-25 Thread Jacob Nevins
Follow-up Comment #1, bug #22080 (project freeciv):

(Aside: in civ2, it's best if the exclusivity nreqs between Barracks / Sun Tzu
live in the Sun Tzu effect -- that way Barracks isn't made redundant by Sun
Tzu, which is probably what we want, as Barracks are useful to keep around in
case you lose the city with Sun Tzu. Sun Tzu will never be considered
redundant because of its wider applicability. This is the status quo.)

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[Freeciv-Dev] [bug #22080] Non-cumulative Barracks effects not right wrt building redundancy

2014-05-25 Thread Emmet Hikory
Follow-up Comment #2, bug #22080 (project freeciv):

Is this related to bug #21992, or is there something else causing
strikethroughs?

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[Freeciv-Dev] [bug #22080] Non-cumulative Barracks effects not right wrt building redundancy

2014-05-25 Thread Jacob Nevins
Follow-up Comment #3, bug #22080 (project freeciv):

 Is this related to bug #21992, or is there something else 
 causing strikethroughs?
AIUI, bug #21992 is about negated=TRUE/present=FALSE not causing buildings to
be considered redundant.
My S2_5 patch will use nreqs so won't be vulnerable to that. I guess the trunk
version will use present=FALSE in line with general policy there, so will not
be effective until bug #21992 is fixed.

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