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