[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-19 Thread Marko Lindqvist
Update of patch #3322 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-17 Thread Henkutsu
Follow-up Comment #7, patch #3322 (project freeciv): Wow! Thanks for your work. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ _

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-17 Thread Marko Lindqvist
Update of patch #3322 (project freeciv): Category:None => general Status:None => Ready For Test Planned Release: => 2.5.0 _

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-17 Thread Marko Lindqvist
Follow-up Comment #5, patch #3322 (project freeciv): > ; only lake fish > reqs = > { "type", "name", "range" > "Terrain", "Lake (Fish)", "Adjacent" > } Do you plan to give city a bonus if it's adjacent to at least one Fish tile? I think tile bonus (such as increase to food/shield/trade) applied t

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-17 Thread Marko Lindqvist
Follow-up Comment #4, patch #3322 (project freeciv): > it will match even if the terrain is in another square See my comments to patch #3323. ___ Reply to this item at: _

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-17 Thread Jacob Nevins
Follow-up Comment #3, patch #3322 (project freeciv): Hm, I see what you're saying, but there's no reason it should be limited to a terrain+resource combination. You could reasonably require other combinations of properties on a single tile: terrain, resources, specials, roads, bases, a city, ...

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Henkutsu
Follow-up Comment #2, patch #3322 (project freeciv): I can see two ways in which you would want to search for a resource; Just for itself, and for it on a terrain. e.g. ; Voting governments have a senate that may prevent war ; any fish reqs = { "type", "name", "range" "Resource", "(Fish)", "Adja

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Henkutsu
Follow-up Comment #1, patch #3322 (project freeciv): Thanks. It would really expand the possibilities of what can be done. One of the reasons I wanted to do this was so that I could lower the output of some specials unless an appropriate facility is built in the city (which may have a tech require

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Jacob Nevins
URL: Summary: Resource requirements Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 16 12:53:46 2012 Category: None Priority: 5 - Normal Status: None