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

2015-03-09 Thread Jacob Nevins
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. ___ Reply to this item at:

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

2015-03-07 Thread Jacob Nevins
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? ___ Reply to this item at:

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

2015-03-07 Thread David Fernandez
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

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

2014-07-10 Thread Marko Lindqvist
Update of patch #4608 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

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

2014-07-05 Thread Marko Lindqvist
Update of patch #4608 (project freeciv): Status:None = Ready For Test Assigned to:None = cazfi ___ Reply to this item at:

[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 #4608] civ2civ3 rules: added pre-fortress

2014-04-05 Thread David Fernandez
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

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

2014-03-16 Thread Marko Lindqvist
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. ___ Reply to this item at:

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

2014-03-16 Thread David Fernandez
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

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

2014-03-16 Thread Marko Lindqvist
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. ___ Reply to

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

2014-03-16 Thread David Fernandez
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

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

2014-03-15 Thread Marko Lindqvist
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

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

2014-03-15 Thread Davide Baldini
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

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

2014-03-15 Thread David Fernandez
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

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

2014-03-15 Thread David Fernandez
Follow-up Comment #5, patch #4608 (project freeciv): This would be an alternative solution to pre-fortress when/if implemented: patch #4555 ___ Reply to this item at: http://gna.org/patch/?4608

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

2014-03-15 Thread Davide Baldini
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

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

2014-03-15 Thread Marko Lindqvist
Update of patch #4608 (project freeciv): Category:None = rulesets Planned Release: = 2.6.0 ___ Follow-up Comment #7: Said that, I think

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

2014-03-15 Thread David Fernandez
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

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

2014-03-14 Thread David Fernandez
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

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

2014-03-14 Thread David Fernandez
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.