Follow-up Comment #1, patch #4717 (project freeciv):
- Updated against svn
(file #20802)
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Additional Item Attachment:
File name: QuickeningRevolution-2.patch Size:14 KB
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URL:
http://gna.org/bugs/?22080
Summary: Non-cumulative Barracks effects not right wrt
building redundancy
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 25 May 2014 11:07:28 BST
Category: rulesets
Follow-up Comment #1, bug #22080 (project freeciv):
(Aside: in civ2, it's best if the exclusivity nreqs between Barracks / Sun Tzu
live in the Sun Tzu effect -- that way Barracks isn't made redundant by Sun
Tzu, which is probably what we want, as Barracks are useful to keep around in
case you
URL:
http://gna.org/bugs/?22081
Summary: Cumulative veteran effects for sea units (Port
Facility vs Lighthouse, etc)?
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 25 May 2014 11:21:53 BST
Category: rulesets
Update of patch #3137 (project freeciv):
Status:None = In Progress
Assigned to:None = jtn
Planned Release: 2.5.0 = 2.5.0, 2.6.0
Follow-up Comment #2, bug #22080 (project freeciv):
Is this related to bug #21992, or is there something else causing
strikethroughs?
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URL:
http://gna.org/bugs/?22082
Summary: Lua disaster signal can't suppress message We
survived the disaster without serious damages.
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 25 May 2014 12:08:34 BST
Category:
Follow-up Comment #3, bug #22080 (project freeciv):
Is this related to bug #21992, or is there something else
causing strikethroughs?
AIUI, bug #21992 is about negated=TRUE/present=FALSE not causing buildings to
be considered redundant.
My S2_5 patch will use nreqs so won't be vulnerable to
Update of bug #21992 (project freeciv):
Planned Release: = 2.6.0
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URL:
http://gna.org/bugs/?22083
Summary: apply_disaster() can reference city after it's freed
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 25 May 2014 12:27:18 BST
Category: None
Severity: 3 -
Follow-up Comment #1, patch #3793 (project freeciv):
There's nowhere for disasters to appear in the online help.
Not sure what to do about this. Having a new disasters section seems like
overkill.
In rulesets like civ1 where you can build something to prevent disasters,
ruleset author could
URL:
http://gna.org/patch/?4718
Summary: Requirement for city state (disorder, celebration,
etc)
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 25 May 2014 12:44:28 BST
Category: None
Priority: 5 -
Follow-up Comment #1, bug #22083 (project freeciv):
I'm inclined to add a similar disaster effect that can only
reduce population, not destroy a city.
Wait, we can do that with reqs. Never mind.
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URL:
http://gna.org/patch/?4719
Summary: New disaster effect ReducePopulationNoDestroy
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 25 May 2014 13:07:55 BST
Category: None
Priority: 5 - Normal
URL:
http://gna.org/bugs/?22084
Summary: RFC: random disasters destroying cities is too
fierce
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 25 May 2014 13:17:00 BST
Category: rulesets
Severity: 3 -
Follow-up Comment #2, bug #22083 (project freeciv):
Having DE_REDUCE_POP able to destroy cities seems very fierce
Discussion of this tangent moved to new bug #22084.
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URL:
http://gna.org/bugs/?22085
Summary: civ2: reduce max trade routes from 4 to 3
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 25 May 2014 13:41:49 BST
Category: rulesets
Severity: 3 - Normal
Follow-up Comment #2, patch #3793 (project freeciv):
Since the term 'native' is now in wider use in autogenerated help text, it
should probably be explained in helpdata.txt.
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Update of bug #22085 (project freeciv):
Status:None = In Progress
Assigned to:None = jtn
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Update of bug #22083 (project freeciv):
Status:None = In Progress
Assigned to:None = jtn
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URL:
http://gna.org/bugs/?22089
Summary: Adjustable buy cost
Project: Freeciv
Submitted by: morphles
Submitted on: Sun 25 May 2014 08:27:45 PM UTC
Category: general
Severity: 3 - Normal
Update of patch #4711 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #4713 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #4714 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/patch/?4720
Summary: Random trait value
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 26 May 2014 02:22:45 AM EEST
Category: general
Priority: 5 - Normal
Follow-up Comment #1, patch #4718 (project freeciv):
only have range Local
Wouldn't it be City?
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