[Freeciv-Dev] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers ("oil wells")?

2016-03-10 Thread David Fernandez
Follow-up Comment #13, patch #5915 (project freeciv):

I never tested this patch in a normal game (from start). I'll do it now.

___

Reply to this item at:

  

___
  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] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers ("oil wells")?

2016-01-25 Thread Marko Lindqvist
Update of patch #5915 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


___

Reply to this item at:

  

___
  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] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers ("oil wells")?

2016-01-23 Thread Marko Lindqvist
Follow-up Comment #8, patch #5915 (project freeciv):

- Updated against svn

(file #26430, file #26431)
___

Additional Item Attachment:

File name: Civ2civ3OilWell.patch  Size:11 KB
File name: Civ2civ3OilWell-S2_6.patch Size:11 KB


___

Reply to this item at:

  

___
  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] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers ("oil wells")?

2016-01-21 Thread Marko Lindqvist
Update of patch #5915 (project freeciv):

  Status:   Need Info => Ready For Test 
 Assigned to:None => cazfi  

___

Follow-up Comment #7:

> In case someone knows a way to get the same effect without the need to
introduce an additional extra.

This was why this ticket is in "Need Info" state?

No, there's no other way to get distinct gfx for oil rig than defining it as
separate extra.

Changing state to "Ready For Test"

___

Reply to this item at:

  

___
  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] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers ("oil wells")?

2015-10-25 Thread Jacob Nevins
Follow-up Comment #6, patch #5915 (project freeciv):

> I may change it to use the new oil rig gfx made by GriffonSpade.
Raised patch #6480 to record need for oil platform graphics in supplied
tilesets.

___

Reply to this item at:

  

___
  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] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers ("oil wells")?

2015-09-01 Thread David Fernandez
Follow-up Comment #5, patch #5915 (project freeciv):

If you like the changes introduces by this patch, I may change it to use the
new oil rig gfx made by GriffonSpade.

___

Reply to this item at:

  

___
  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] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers (oil wells)?

2015-04-15 Thread David Fernandez
Follow-up Comment #4, patch #5915 (project freeciv):

Patch for v2.6.
It reserves the Oil Well for desert and glacier, and creates a different extra
for oceans, named Oil Platform.

I upload it already, in case someone knows a way to get the same effect
without the need to introduce an additional extra. But this patch would
require some more testing.

I also sorted the ruleset code so these effects related to terrains are placed
together.

Note that these changes hardly affects the gameplay until the research of
Refining.



(file #24245)
___

Additional Item Attachment:

File name: civ2civ3-oil_well-S2_6.patch   Size:11 KB


___

Reply to this item at:

  http://gna.org/patch/?5915

___
  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] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers (oil wells)?

2015-04-13 Thread David Fernandez
Follow-up Comment #3, patch #5915 (project freeciv):

I'm liking the changes described in my previous post, and I will include them
in my next modpack (civ2civ3_earth) for testing.
I'll create a patch for v2.6 later.

___

Reply to this item at:

  http://gna.org/patch/?5915

___
  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] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers (oil wells)?

2015-03-10 Thread David Fernandez
Follow-up Comment #2, patch #5915 (project freeciv):

I'm going to test these changes:
- The first mine looks the same for all terrains (no oil well), and is
available from the start.
- This first mine gives +2 to hills and mountains (it was +1 to mountains
until now).
- Tech Refining enables a 2nd mine in Deserts and Glaciers, that looks like an
oil derick, and gives additional +1 to production.
- Offshore platform increases production by 1 on lakes again (revert to
classic rules).

These changes would avoid the construction of ancient oil dericks, as
requested. It'd recreate a bit better the boost to production caused by
refining of oil. And would also help to even the max effect of those terrain,
so it is not so important to transform them when terraforming is available.

TERRAIN MAXTRANSFORM(MAX)   DIF
Ocean  2/1/2   Grass(36)   (4/0/1)   0
Lake   2/*1/2  Grass(36)   (4/0/1)   0
Swamp  3/0/0   Grass(24)   (4/0/1)  +2
Glacier0/*3/0  Lake(24)(2/1/2)  +2
Tundra 1/1/1   Plains(24)  (3/1/1)  +2
Desert 0/*4/1  Plains(24)  (3/1/1)   0
Plains 3/1/1   Lake(36)(2/1/2)   0
Grassland  4/0/1   Lake(36)(2/1/2)   0
Jungle 1/1/0   Forest(24)  (1/3/0)  +2
Forest 1/3/0   Hills(24)   (1/4/0)  +1
Hills  1/4/0   Plains(24)  (3/1/1)   0
Mountains  0/*4/0  Hills(36)   (1/4/0)  +1

It is just an idea, for now.

___

Reply to this item at:

  http://gna.org/patch/?5915

___
  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] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers (oil wells)?

2015-03-07 Thread Jacob Nevins
URL:
  http://gna.org/patch/?5915

 Summary: civ2civ3: Require tech to mine deserts / glaciers
(oil wells)?
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 07 Mar 2015 20:15:57 UTC
Category: rulesets
Priority: 5 - Normal
  Status: Need Info
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

In patch #4391, we gave minimum tech requirements to mines (oil wells) on
desert and glacier. Should we do something similar for civ2civ3?




___

Reply to this item at:

  http://gna.org/patch/?5915

___
  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] [patch #5915] civ2civ3: Require tech to mine deserts / glaciers (oil wells)?

2015-03-07 Thread David Fernandez
Follow-up Comment #1, patch #5915 (project freeciv):

I'm not liking to see so many different requirements for the same mining task.
It would be Construction for Deserts (and Tundra?, that can be mined here
too), Refining for Glaciers, and Miniaturization for Oceans (this one already
implemented).

If they had an important effect on gameplay, it'd be worth for players to
remember those requisites, but those mines are actually useless most of the
time.

For example, mining a desert is not very useful while the city is growing. I
use to wait until the discovery of railroad that duplicates the effect, and
even then it uses to be better to irrigate.

It comes to my mind the idea of allowing a 1st mine that looks like a standard
mine, and then the tech Refining would enable a 2nd mine in those terrains,
with the look of an oil derrick. But it will require some time to balance
properly such change.

Please, let me think about it, because it could be a good solution to other
issues too.

___

Reply to this item at:

  http://gna.org/patch/?5915

___
  Mensaje enviado vía/por Gna!
  http://gna.org/


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