Re: [Freeciv-Dev] [patch #1710] settlers and workers can be veterans

2010-06-18 Thread slawek
I mean Enginering Academy could been as this improvement/wonder.

Dnia 2010-06-19, sob o godzinie 06:59 +0200, slawek pisze:
> This behavior is ugly(quirk). In my opinion, there should been extra
> improvement/wonder to making this units veteran and promoting by battle
> should been disabled for this kind of units.
> 
> Thank,
> Lach SÅ‚awomir.
> 
> Dnia 2010-06-19, sob o godzinie 02:33 +0200, George Koehler pisze:
> > Follow-up Comment #2, patch #1710 (project freeciv):
> > 
> > This patch would only affect unit that have "Settlers" flag or "Cities" flag
> > but lack "NoVeteran" flag. There are no such units in the default ruleset,
> > because Workers, Engineers and Settlers have the "NoVeteran" flag.
> > 
> > This patch would help custom rulesets that remove the "NoVeteran" flag. The
> > patch allows the "Veteran_Build" effect (as from Barracks, Barracks II,
> > Barracks III or Sun Tzu's War Academy) to affect these units.
> > 
> > I encountered this problem during Longturn 17 <http://longturn.org/lt-xvii>.
> > This game used a 2.1 server, and a custom ruleset that removes the
> > "NoVeteran" flag from Workers and from Engineers. Workers became veteran
> > through combat ("veteran_raise_chance" in units.ruleset) or through work
> > ("veteran_work_raise_chance"), but not through Barracks. I used a city with
> > Barracks to build a Workers. I got a green Workers, not a veteran Workers. 
> > If
> > Longturn 17 would use this patch, then I would get a veteran Workers.
> > 
> > Veteran levels have the same purpose for both military and non-military
> > units. So there is no reason to distinguish military veterans from civilian
> > veterans. The only purpose is that a veteran Workers is more difficult to
> > kill than a green Workers.
> > 
> > This is unless the custom ruleset provides a new benefit. Veteran levels in
> > Longturn 17 grant extra movement points ("veteran_move_bonus" in
> > units.ruleset), so a veteran Workers does work faster than a green Workers.
> > This benefit applies equally to military units: my hardened Catapult uses
> > these extra movement points to reach the enemy to kill.
> > 
> > ___
> > 
> > Reply to this item at:
> > 
> >   <http://gna.org/patch/?1710>
> > 
> > ___
> >   Message sent via/by Gna!
> >   http://gna.org/
> > 
> > 
> > ___
> > Freeciv-dev mailing list
> > Freeciv-dev@gna.org
> > https://mail.gna.org/listinfo/freeciv-dev
> 
> 
> 
> ___
> Freeciv-dev mailing list
> Freeciv-dev@gna.org
> https://mail.gna.org/listinfo/freeciv-dev



___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] [patch #1710] settlers and workers can be veterans

2010-06-18 Thread slawek
This behavior is ugly(quirk). In my opinion, there should been extra
improvement/wonder to making this units veteran and promoting by battle
should been disabled for this kind of units.

Thank,
Lach SÅ‚awomir.

Dnia 2010-06-19, sob o godzinie 02:33 +0200, George Koehler pisze:
> Follow-up Comment #2, patch #1710 (project freeciv):
> 
> This patch would only affect unit that have "Settlers" flag or "Cities" flag
> but lack "NoVeteran" flag. There are no such units in the default ruleset,
> because Workers, Engineers and Settlers have the "NoVeteran" flag.
> 
> This patch would help custom rulesets that remove the "NoVeteran" flag. The
> patch allows the "Veteran_Build" effect (as from Barracks, Barracks II,
> Barracks III or Sun Tzu's War Academy) to affect these units.
> 
> I encountered this problem during Longturn 17 .
> This game used a 2.1 server, and a custom ruleset that removes the
> "NoVeteran" flag from Workers and from Engineers. Workers became veteran
> through combat ("veteran_raise_chance" in units.ruleset) or through work
> ("veteran_work_raise_chance"), but not through Barracks. I used a city with
> Barracks to build a Workers. I got a green Workers, not a veteran Workers. If
> Longturn 17 would use this patch, then I would get a veteran Workers.
> 
> Veteran levels have the same purpose for both military and non-military
> units. So there is no reason to distinguish military veterans from civilian
> veterans. The only purpose is that a veteran Workers is more difficult to
> kill than a green Workers.
> 
> This is unless the custom ruleset provides a new benefit. Veteran levels in
> Longturn 17 grant extra movement points ("veteran_move_bonus" in
> units.ruleset), so a veteran Workers does work faster than a green Workers.
> This benefit applies equally to military units: my hardened Catapult uses
> these extra movement points to reach the enemy to kill.
> 
> ___
> 
> Reply to this item at:
> 
>   
> 
> ___
>   Message sent via/by Gna!
>   http://gna.org/
> 
> 
> ___
> Freeciv-dev mailing list
> Freeciv-dev@gna.org
> https://mail.gna.org/listinfo/freeciv-dev



___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] Long games.

2010-01-03 Thread slawek
Above half year ago, I have decided to create multiplayer(web) city
simulator, where many players plays at one city. System could be very
simple: one player plays at the same time; rest will giving task to him,
time for playing, voting on most important taks and giving points for
task realising. I think it's very playable system. It's one nation, but
many players playing them and players will get angry other for
misfortunes(other player can kick bad leader from team).

Once some body is working on Freeciv Web Client, my idea could be
realised. If I had some time, I've decided to modify freeciv-server to
allows playing with my system. I would be happy if some body could help.


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] (PR#40880) Login problem.

2009-07-25 Thread slawek

http://bugs.freeciv.org/Ticket/Display.html?id=40880 >

Why could I login onto rt?

I have used both username Guest and guest.



___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] (PR#40613) [client feature] Controling map manager.

2008-12-28 Thread slawek

http://bugs.freeciv.org/Ticket/Display.html?id=40613 >

Hi.

Already behaviour of map view is the same. Player can modify it uses
modifier key. But who remember all keys? There's one other reason to do
it. Some players like Civ 3 map report state, where all information are
displaying on main map. I touch on myself that better intuitional are
dialogs gui. We can rather show more information on main map if player
select some event from messagewin or switch to other view.

What is a view? It's a set of display option. Player can select show
unit, cities, borders but don't display output and terrain and save it
as view. That's(creating new view and restoring them from client option
file) not implement yet. There also predefined views(controller).

What is a map controller? It's a connected pair of view settings and
mouse behaviour. It must be fixed, but client would change some
settings(view options). We don't remember it between session. Do what we
can use it? Simple way is show additional information in infobar and
change selection type(can select unit, can select cities, selection
rectangle turned on/off, etc. ). Map controller will be changed
automatically when map was centred on some objects(for example city).
Player can also manually switch them by clicking on object that class
match to some map controller.

Already my code defines three map controller. Generic(normal view), City
management, Unit management(tactical).

City management state supports rearrange of workers by drag output
title. We shouldn't give units orders on this state(there are some bug,
but i will remove it since it will be added to stable version). It also
automatically update infobar showing information about a city bellowing
cursor.

Unit controller already don't making anything extra. It only show/hide
some information.

I have planed to add working controller. It will be usable if we had to
making future plan to improves our territory. 

It will be great if we had title layer and title controller. Somebody
suggest on forum possibility to leave some messages on map in
multiplayer game.

Some views will allow user to add bookmarks or favourite places. It will
be displaying under infobar. On generic view we display unit list on it.

Why use it? We can group some information into larger, more complex
view. We can show more graphics, but only on specific view/controller.
It will display city bar on city controller/manager if city are
starving. Maybe better icon near city center? It will also displaying
information about which cities try built unavinable object(example
wonder) under infobar. It can display some additional information on
minimap(It can be very good idea).
On strategic controller we can display some information on
minimap(battle groups position).

To far think I described. I only will show you first tech demo. It only
display how it can work together. At now there some bugs which i
discovered some hour ago. It also contains bugs what I know, but I
unlike removed it(it's very hard).

I send you patch and wait to hear what you think about it. Maybe uses
some action bar(like in editor) in some controller? Maybe infobar should
allow us to change production of selected city or change cma? Which
information should be displayed in minimap and main map in which
controller? I have some plans hows to done it, but I'm confusing.



freeciv-ui.diff.gz
Description: GNU Zip compressed data
___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev