[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-05-07 Thread Sveinung Kvilhaugsvik
Update of patch #8124 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-05-05 Thread David Fernandez
Follow-up Comment #6, patch #8124 (project freeciv): >Do this ticket still depend on patch #7079 After some tests, I prefer the new costs even if triremes can navigate rivers. And I saw a long turn game (that I used as reference for the new costs) with triremes that can navigate rivers and cost 20

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-05-05 Thread Sveinung Kvilhaugsvik
Update of patch #8124 (project freeciv): Status:None => Ready For Test Contains string changes:None => No ___ Reply to this item at:

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-05-05 Thread David Fernandez
Follow-up Comment #4, patch #8124 (project freeciv): New version with same changes for sandbox, keeping the cost of 160 for Battleship, and removing a non related change to merchant class. The resultant costs are more similar to classic rules. (file #29960) ___

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-05-05 Thread Sveinung Kvilhaugsvik
Follow-up Comment #5, patch #8124 (project freeciv): > If triremes are kept in rivers, then its cost should be kept unchanged. Do this ticket still depend on patch #7079? ___ Reply to this item at:

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-05-04 Thread David Fernandez
Follow-up Comment #3, patch #8124 (project freeciv): It'd require a change to readme of sandbox with the differences. Tell me if you want me to do it. ___ Reply to this item at: _

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-05-03 Thread Marko Lindqvist
Update of patch #8124 (project freeciv): Assigned to:None => sveinung ___ Reply to this item at: ___ Message sen

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-04-03 Thread David Fernandez
Follow-up Comment #2, patch #8124 (project freeciv): I like these cost values, but I'm in doubt if cost of Battleship shall be 150 or 160 (classic value), in case someone interested to debate. If 150, the (Attack*HP)/Cost of Battleship and AEGIS is the same than (Defense*HP)/Cost of Carrier, but

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-04-01 Thread Jacob Nevins
Update of patch #8124 (project freeciv): Planned Release: => 2.6.0, 3.0.0, 3.1.0 ___ Reply to this item at: ___ Message sen

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-03-29 Thread David Fernandez
Follow-up Comment #1, patch #8124 (project freeciv): The purpose of the patch is to keep a ratio attack/cost or defense/cost more similar to rest of units. The resultant costs: UNITAtt Def Mov FP HP Cost Galley 113110 *20 Cargo 2, Coastal Caravel

[Freeciv-Dev] [patch #8124] civ2civ3: reduced a bit the cost of naval units

2017-03-29 Thread David Fernandez
URL: Summary: civ2civ3: reduced a bit the cost of naval units Project: Freeciv Submitted by: bardo Submitted on: Wed 29 Mar 2017 10:49:09 PM UTC Category: rulesets Priority: 5 -