Follow-up Comment #19, patch #4608 (project freeciv):
But it might be simpler to document a non cumulative +33% for
the airbase, so it is equal than a city without airport.
Raised patch #5925 for this.
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Follow-up Comment #17, patch #4608 (project freeciv):
I think air units in airbases now receive a cumulative 35% HP regen per turn
(10% from airstrip + 25% from airbase). Is that intentional?
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Follow-up Comment #18, patch #4608 (project freeciv):
I remember it was intentional. I think because I did not like to see a unit in
a city without airport (+33%) regenerating faster than in an airbase (+35%).
The +10% of the Airstrip is supposed to be equal to the -10% lost out of bases
(same
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.
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Update of patch #4608 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of patch #4608 (project freeciv):
Status:None = Ready For Test
Assigned to:None = cazfi
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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
Follow-up Comment #13, patch #4608 (project freeciv):
I think the simpler solution to prevent workers from building fast fortresses
when loaded on triremes is to forbid the construction of bases over rirvers.
I also like the idea to give ZOC to triremes, I'll create a patch with both
changes if
Follow-up Comment #9, patch #4608 (project freeciv):
The triremes seem to ignore the enemy border
If that's not because of the rules definitions, please open a bug and attach
savegame from which to reproduce.
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Follow-up Comment #10, patch #4608 (project freeciv):
It is not really a bug, it is the way the trireme works when movement on river
is enabled, and I don't really know how could it be improved.
These are the issues I see related to triremes moving on rivers:
- you can use a river to unload
Follow-up Comment #11, patch #4608 (project freeciv):
What if you give Triremes Zoc? That wouldn't affect them on oceanic tiles
where Zoc never applies, but while sailing the river, even adjacent enemy
units could stop it.
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Follow-up Comment #12, patch #4608 (project freeciv):
What if you give Triremes Zoc?
Sounds good, but you could bypass it with one explorer/diplomat in one of the
triremes. I think the same tricks would be possible, just a bit harder.
I guess a human player can defend his terrain by placing a
Follow-up Comment #2, patch #4608 (project freeciv):
When this ruleset is used online
This is related to what I wrote in patch #4602 - is civ2civ3 single-player or
multiplayer ruleset? So far I've considered it more like replacement of
single-player classic ruleset. As such, addition of
Follow-up Comment #3, patch #4608 (project freeciv):
Thanks Bardo for posting this patch here at Gna.
At Greatturn we also have a rationale behind the border claimed by trench and
fortress.
In [this discussion http://civland.org/forum/viewtopic.php?f=87t=848] we came
to the conclusion that, if
Follow-up Comment #4, patch #4608 (project freeciv):
Thanks Davide, since your games are the main source of feedback, I'll try to
make the rules here as similar as possible to the ones you use there. But keep
in mind that the version here is supposed to be designed to enjoy single
player games
Follow-up Comment #5, patch #4608 (project freeciv):
This would be an alternative solution to pre-fortress when/if implemented:
patch #4555
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Follow-up Comment #6, patch #4608 (project freeciv):
I see your point, Bardo. It's hard to embrace all the different types of game
with one ruleset, like single-player, multi-player, short-turn and long-turn.
Having fortress not claiming any land border seems to me too to be the
preferable
Update of patch #4608 (project freeciv):
Category:None = rulesets
Planned Release: = 2.6.0
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Follow-up Comment #7:
Said that, I think
Follow-up Comment #8, patch #4608 (project freeciv):
I see. Then I guess there is no hurry for the trunk patch. I personally like
to keep both versions the same, at least until I can finish my tests with
v2.5.
Anyway, let me point here the 2 possibilities I see to exploit this fortress
hole, in
URL:
http://gna.org/patch/?4608
Summary: civ2civ3 rules: added pre-fortress
Project: Freeciv
Submitted by: bardo
Submitted on: sáb 15 mar 2014 04:49:51 UTC
Category: None
Priority: 5 - Normal
Follow-up Comment #1, patch #4608 (project freeciv):
The patch also disables the happy borders option (it was a bug to keep it
enabled).
As explained in the readme, fortresses and airbases can be used to avoid
military unhappiness inside national borders too.
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