[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-07-14 Thread Jacob Nevins
Follow-up Comment #13, bug #21629 (project freeciv):

 in a game of Civ2 Test of Time [...] Apparently, barb cities 
 have no waste at all but almost max corruption
Note that since bug #22271, it is much harder to end up without a palace
(unless 'savepalace' is off), and that includes barbarians. If we *want*
barbarians to end up without a palace, further changes will be required.

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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-07-13 Thread Marko Lindqvist
Update of bug #21629 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-07-12 Thread Marko Lindqvist
Update of bug #21629 (project freeciv):

 Planned Release: 2.4.3, 2.5.0, 2.6.0 = 2.4.3, 2.5.0-beta1, 2.6.0


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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-07-11 Thread Marko Lindqvist
Follow-up Comment #9, bug #21629 (project freeciv):

- S2_4 version

(file #21357)
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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-07-09 Thread Marko Lindqvist
Follow-up Comment #8, bug #21629 (project freeciv):

- Limit effect to shield waste - do not apply to corruption too

(file #21335)
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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-07-05 Thread Marko Lindqvist
Update of bug #21629 (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 #7:

Of the possible implementations I prefer attached one.

(file #21295)
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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-02-15 Thread anonymous
Follow-up Comment #5, bug #21629 (project freeciv):

The attached patch shows the changes I've made to civ2/effects.ruleset (2.4.2)
so that barbarians have no waste. It took some searching through the code to
realize that effect values are additive and not last-effect-wins. I'm assuming
that in commercial civ2, barbarian waste is not affected by any factors such
as year or government, and that the waste percentage is not some number that
is close but not exactly 0.

To support a minimum for corruption/waste, apparently changes need to be made
to city_waste() in common/city.c. I think this needs to be done in a separate
ticket, and if I were to do this, I would to need to set up a build system
first which will take some indeterminate amount of time.

Btw, I have realized that the screenshots I've attached may not be covered
under fair use. In particular, I'm unsure that display of such screenshots
does not significantly impede the right of the copyright holder to sell the
copyrighted material (Wikipedia wording). I'm probably worrying too much but
feel free to remove them if necessary.

(file #20062)
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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-02-15 Thread anonymous
Follow-up Comment #6, bug #21629 (project freeciv):

I ran a test autogame with the patch, Hard AI and citymindist = 3 (the civ2
ruleset defaults were used everywhere else). I'm happy to report that while
the pirates managed to capture 3 border cities, they were eventually rolled
back and thus the world was saved from a barbarian plague.

This was not the case for the civ1 ruleset last time I checked (2.4.1) but
this is also an issue for another ticket.

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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-02-11 Thread anonymous
Follow-up Comment #2, bug #21629 (project freeciv):

Using the scenario editor, I had a barb capture my highest shield-producing
city in a game of Civ2 Test of Time that I was playing. Apparently, barb
cities have no waste at all but almost max corruption (see both screenshots).
It's possible that trade can't go below 1.

There is a way to set an effect for this, is it not?

(file #20015)
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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-02-11 Thread anonymous
Follow-up Comment #3, bug #21629 (project freeciv):

Oops didn't realize that there was an upload cap, but the missing screenshot
pretty much shows the same thing.

(file #20016)
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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-02-11 Thread David Fernandez
Follow-up Comment #4, bug #21629 (project freeciv):

In civ3, corruption/waste could not reduce the production of a city under 1. I
like this solution, if possible.

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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-02-10 Thread anonymous
URL:
  http://gna.org/bugs/?21629

 Summary: civ2 - barb cities can't build anything due to waste
 Project: Freeciv
Submitted by: None
Submitted on: Mon 10 Feb 2014 02:26:45 PM UTC
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: kaza...@gmail.com
 Open/Closed: Open
 Release: 2.4.2
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

I'm not sure whether this is intentional or actually a good thing, but in an
AI autogame using the civ2 ruleset, I've noticed that the production capacity
for barb cities is 0 (attached savegame has an example) probably due to
maximum waste that is in turn probably due to lack of a barb capital.
Unfortunately I don't have a commercial civ2 savegame with barb cities to
determine whether this is true to the original. Anyway, I do think this
situation is not right and unfair to barbs.



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File Attachments:


---
Date: Mon 10 Feb 2014 02:26:45 PM UTC  Name: freeciv-barbs-noprod.sav.bz2 
Size: 28kB   By: None

http://gna.org/bugs/download.php?file_id=20003

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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-02-10 Thread Marko Lindqvist
Follow-up Comment #1, bug #21629 (project freeciv):

FYI we've been trying to balance solutions to same problem in our own ruleset
(enabling waste). Don't know if the lessons there help, though, with civ2
ruleset, since if possible, it should mimic civ2 behavior.

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