[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-04-09 Thread Marko Lindqvist
Update of patch #3805 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-04-06 Thread Marko Lindqvist
Follow-up Comment #7, patch #3805 (project freeciv):

- Updated against current svn HEAD

(file #17693)
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File name: ParatroopTransport.patch   Size:8 KB


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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-04-01 Thread Emmet Hikory
Follow-up Comment #6, patch #3805 (project freeciv):

Oops, right.  Updated patch (transport-paradrop+option+docs.patch) includes
that.

(file #17654)
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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-04-01 Thread Marko Lindqvist
Follow-up Comment #5, patch #3805 (project freeciv):

I think enabling this in experimental ruleset makes sense. But that requires
update also to doc/README.ruleset_experimental.

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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-04-01 Thread Emmet Hikory
Follow-up Comment #4, patch #3805 (project freeciv):

This updated patch is controlled by game.info.paradrop_to_transport.  This is
disabled in most rulesets, but enabled in experimental for testing.  If the
commiter doesn't feel it appropriate to enable it in experimental, please
change "TRUE" to "FALSE" pre-commit.  Note that this requires a change to the
capabilities string for the new value.  Some conditional orders have been
adjusted to more easily terminate early.

(file #17644)
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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-04-01 Thread Marko Lindqvist
Follow-up Comment #3, patch #3805 (project freeciv):

New boolean setting in game.ruleset [civstyle] for controlling if dropping to
transport is allowed should be sufficient.

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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-03-31 Thread Emmet Hikory
Follow-up Comment #2, patch #3805 (project freeciv):

I think it does.  While I have no direct experience, the information I
have found seems to indicate that civ1 has no paratroopers and civ2 requires
the destination to be Land.  The best reference that mentions both of these
that I could find was
http://www.nationmaster.com/encyclopedia/Civilization-II-units

Any recommendations on how this should be set?  By another
paratrooper-specific unit field?  By a game setting?  By something else?

Separately, if anyone is able to confirm the behaviour from actual play,
that would be helpful: while I suspect the referenced document of being
correct, I am uncertain if it is based on extensive playtesting or generated
from found documentation.  Alternately, if anyone is certain of the authority
of nationmaster.com, that works just as well :)

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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-03-31 Thread Marko Lindqvist
Follow-up Comment #1, patch #3805 (project freeciv):

Does this need to be ruleset definable to support civ1/civ2 rulesets? How
civ1/civ2 behaved in this respect?

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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-03-27 Thread Marko Lindqvist
Update of patch #3805 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => cazfi  
 Planned Release: => 2.5.0  


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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-03-27 Thread anonymous
URL:
  

 Summary: Allow paratroopers to land on transport
 Project: Freeciv
Submitted by: None
Submitted on: Wed 27 Mar 2013 08:25:30 AM UTC
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: per...@shipstone.jp
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Currently paratroopers are able to land on tiles that have been made
native by roads, bases, or terrains, but not on tiles that have been made
survivable by the presence of a unit.  The attached patch changes this,
so that paratroopers *can* fly to safe places.  I believe it to be
client-safe,
so that if a client believes there to be a transport on some tile, the player
can drown their paratrooper from overtrust, and AI-safe, in that H_FOG
AIs will decide they can't land there, and !H_FOG AIs will drop through
to the death test, and use that to decide not to go there.



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File Attachments:


---
Date: Wed 27 Mar 2013 08:25:30 AM UTC  Name: transport-paradrop.patch  Size:
2kB   By: None



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