[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2015-08-11 Thread Marko Lindqvist
Follow-up Comment #7, patch #4966 (project freeciv): In experimental rules, the maglev is native to Land, but not Big Land as the other roads. This should be documented in README.ruleset_experimental - new ticket. This has since handled in bug #22333

[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2014-07-23 Thread Emmet Hikory
Update of patch #4966 (project freeciv): Status: Ready For Test = Done Assigned to:None = persia Open/Closed:Open = Closed

[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2014-07-21 Thread Emmet Hikory
Update of patch #4966 (project freeciv): Status:None = Ready For Test Planned Release: = 2.6.0 ___ Reply to this item at:

[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2014-07-21 Thread Jacob Nevins
Follow-up Comment #5, patch #4966 (project freeciv): I suggest to delay this patch until some tileset includes the related gfx. Amplio2/Cimpletoon are supposed to include Maglev already -- bug #20031. However, it turns out to be broken -- bug #22371. Easily fixed. (The add-on Amplio2hexbig

[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2014-07-20 Thread David Fernandez
Follow-up Comment #2, patch #4966 (project freeciv): I'm also thinking that the movement of modern big land units is high enough with standard railroads, while infantry is the class that would need more this boost to movement. It might be better for gameplay to keep maglev native to non wheeled

[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2014-07-20 Thread Marko Lindqvist
Follow-up Comment #3, patch #4966 (project freeciv): In experimental rules, the maglev is native to Land, but not Big Land as the other roads. That was intentional. Narrative is as persia said, but the real reason was to have in *experimental* ruleset a setup where different units would use

[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2014-07-20 Thread David Fernandez
Follow-up Comment #4, patch #4966 (project freeciv): New patch to make maglev native only to Land and Small Land. Big land and Merchant would represent some heavy units and heavy goods not suitable for maglev. And I like it much more this way for gameplay reasons too. Patch for rev25650.

[Freeciv-Dev] [patch #4966] civ2civ3: maglev

2014-07-19 Thread David Fernandez
URL: http://gna.org/patch/?4966 Summary: civ2civ3: maglev Project: Freeciv Submitted by: bardo Submitted on: dom 20 jul 2014 02:45:11 UTC Category: rulesets Priority: 5 - Normal Status: