[Freeciv-Dev] [bug #20029] Cimpletoon missing civ2civ3 units

2012-08-20 Thread Marko Lindqvist
Follow-up Comment #3, bug #20029 (project freeciv):

Geoengineers were removed in patch #3492. Now only civ2civ3 specific unit
missing from cimpletoon is Migrants.

___

Reply to this item at:

  http://gna.org/bugs/?20029

___
  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 #20029] Cimpletoon missing civ2civ3 units

2012-08-05 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20029

 Summary: Cimpletoon missing civ2civ3 units
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 05 Aug 2012 09:21:16 PM EEST
Category: art
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0

___

Details:

In addition to units also in civ2 ruleset, covered in bug #19998, civ2civ3
would require a couple of more units: Geoengineer and Migrants (u.refugee?)




___

Reply to this item at:

  http://gna.org/bugs/?20029

___
  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 #20029] Cimpletoon missing civ2civ3 units

2012-08-05 Thread David Fernandez
Follow-up Comment #1, bug #20029 (project freeciv):

I have seen a custom icon for migrants in other rulesets (named u.refugee as
you say), for example the ones used in Longturn, and that is the main reason I
included them in civ2civ3.
About Geoengineers, I don't think it is worth to create a new icon/graphic.
They are equal to engineers, but with terrain transformations enabled.

I think it is important for civ2civ3 rules to keep these major transformations
disabled until the end of the technology tree. However, this Geoengineer
unit would not be needed if it were possible to dissable the major terrain
Transformations until certain tech is researched.
Do you know any alternative way (other than to create a new unit with flag
Transform), or do you think it could be easy to implement such feature (in a
similar way than you did with irrigations)?

___

Reply to this item at:

  http://gna.org/bugs/?20029

___
  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 #20029] Cimpletoon missing civ2civ3 units

2012-08-05 Thread Marko Lindqvist
Follow-up Comment #2, bug #20029 (project freeciv):

 do you think it could be easy to implement such feature (in a
 similar way than you did with irrigations)?

In the past I have considered implementing tech flag similar to Bridge
Building for enabling tranformation that way (not tied to specific unit (as
long as it has Settlers flag) but to tech). However, implementing it as
effectively boolean effect like we did with irrigation sounds excellent idea.
That would allow us to enable different transformations at different time
(have separate effect / terrain type, and have that terrain type as
requirement - or once I get my user terrain flags implemented you can handle
this as sets of terrains). For full control we could have similar effect for
other transform types (terrain chaging irrigation, terrain chaning mining):
full set of effect types could be Irrig_Possible (this we already have),
Mining_Possible, Transform_Possible, Irrig_Transform_Possible,
Mining_Transform_Possible.

___

Reply to this item at:

  http://gna.org/bugs/?20029

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev