[Freeciv-Dev] [patch #4232] Animals

2013-12-08 Thread Marko Lindqvist
Update of patch #4232 (project freeciv):

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


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[Freeciv-Dev] [patch #4232] Animals

2013-10-27 Thread Marko Lindqvist
Update of patch #4232 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #2:

- Updated against svn

(file #19262)
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Additional Item Attachment:

File name: Animals-2.patch.bz2Size:5 KB


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[Freeciv-Dev] [patch #4232] Animals

2013-09-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4232

 Summary: Animals
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Oct 2013 12:47:11 AM EEST
Category: general
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Add third barbarian type, animals. Animal units are placed to map when game
starts, on terrains suitable to them. Unlike other barbarian types, this one
is completely optional. If ruleset defines no animal nation (nation is still
needed to control units), none appears in game.
Each terrain type can have one animal unit type defined to appear on them.

Attached patch
- Creates animal nation if there's one in ruleset
- Adds animal units on game start

It does not adjust behavior of animals. Simply don't use this feature in your
ruleset yet if you cannot live with this limitation. Future patches should
make them behave more like animals (no conquering and running cities... not
even moving far away from their natural terrains)

There's one issue that must be resolved within this ticket: handling of old
savegames that have max number of players. As this patch adds third barbarian
nation, max number of normal players goes down by one.



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File Attachments:


---
Date: Tue 01 Oct 2013 12:47:11 AM EEST  Name: Animals.patch.bz2  Size: 5kB  
By: cazfi

http://gna.org/patch/download.php?file_id=19117

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