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
Update of patch #4966 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = persia
Open/Closed:Open = Closed
Update of patch #4966 (project freeciv):
Status:None = Ready For Test
Planned Release: = 2.6.0
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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
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
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
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.
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: