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
Update of bug #21796 (project freeciv):
Status:None = Ready For Test
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Follow-up Comment #2:
I'm testing attached fix - dividing coinage value by 10.
(file #20344)
Update of patch #4563 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/patch/?4609
Summary: Native_Tile extras cache
Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 15 Mar 2014 05:37:48 PM EET
Category: general
Priority: 5 - Normal
Update of patch #4609 (project freeciv):
Planned Release: 2.6.0 = 2.4.3, 2.5.0, 2.6.0
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Follow-up Comment #1:
S2_5 version.
S2_4 version coming later.
(file #20348)
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 #1, patch #4602 (project freeciv):
My 2 cents here.
The ruleset civ2civ3 was designed mainly for single player games: it slows
down the gameplay, tries to make more challenging the space race, there are
several wonders that affects ai_love, and I think the combat rules work
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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Reply to this item at:
http://gna.org/patch/?4608
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
Follow-up Comment #2, patch #4609 (project freeciv):
- S2_4 version
(file #20349)
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Additional Item Attachment:
File name: NativeTileExtrasCache-S2_4.patch Size:5 KB
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Reply
Update of bug #21796 (project freeciv):
Planned Release: = 2.5.0, 2.6.0
___
Reply to this item at:
http://gna.org/bugs/?21796
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Update of patch #4601 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #4600 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #4505 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #18872 (project freeciv):
Summary: Freeciv gives warnings with clang toolchain = md5.c
gives warnings with clang toolchain
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Reply to this item at:
http://gna.org/bugs/?18872
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
URL:
http://gna.org/patch/?4610
Summary: AI won't build sea-only workers
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 16 Mar 2014 04:21:21 AM EET
Category: ai
Priority: 5 - Normal
Follow-up Comment #2, patch #4589 (project freeciv):
- Fixed handling of cases where the style defined in nation ruleset is not
defined in styles.ruleset
(file #20351)
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Additional Item Attachment:
File name: CityStyles-3.patch.bz2
URL:
http://gna.org/patch/?4611
Summary: city_style - style in nation rulesets
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 16 Mar 2014 04:48:28 AM EET
Category: general
Priority: 5 - Normal
Update of patch #4564 (project freeciv):
Status:None = Invalid
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/patch/?4612
Summary: Combat mood implementation
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 16 Mar 2014 05:20:17 AM EET
Category: general
Priority: 5 - Normal
Update of patch #4487 (project freeciv):
Depends on: = patch #4612
___
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http://gna.org/patch/?4487
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Update of patch #4487 (project freeciv):
Depends on: = patch #4613
___
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http://gna.org/patch/?4487
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URL:
http://gna.org/patch/?4613
Summary: Musicstyle Renaissance to all supplied rulesets
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 16 Mar 2014 05:30:26 AM EET
Category: rulesets
Priority: 5 -
Follow-up Comment #14, bug #21038 (project freeciv):
Sadly still true; and taka's upstream bug remains open (someone
last poked it on Jan 6).
There's also an comment that 2.24.10 has a massive memory leak on Windows,
mostly fixed in 2.24.14. So I would be quite happy to have some version
Update of patch #4610 (project freeciv):
Planned Release: 2.6.0 = 2.5.0, 2.6.0
___
Reply to this item at:
http://gna.org/patch/?4610
___
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Update of bug #21696 (project freeciv):
Status:None = Ready For Test
Planned Release: = 2.4.3, 2.5.0, 2.6.0
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Follow-up Comment #3:
Sorry, I had misread
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
Follow-up Comment #1, patch #4610 (project freeciv):
Good to know, because there are sea-only workers in civ2civ3 rules too.
I gave the flag settlers to transports so they can clean up pollution on
oceans (the only working activity available on sea apart of building buoys),
and I did it mainly to
Follow-up Comment #2, patch #4602 (project freeciv):
Some comments on the longturn experience with the multiplayer ruleset can be
found here.
http://forum.longturn.org/viewtopic.php?id=130
This ruleset began as Book's Rewonder ruleset. I don't think it has ever been
fixed or improved since.
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