[Freeciv-Dev] [bug #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength

2014-06-17 Thread Jacob Nevins
Update of bug #22202 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength

2014-06-15 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22202

 Summary: Add custom veteran systems for civ1/civ2 diplomatic
units to correct strength
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 15 Jun 2014 11:28:51 BST
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.3, 2.5.0, 2.6.0

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Details:

When I corrected veteran diplomat strength in rulesets in bug #19850, I
omitted civ1/civ2, presumably because I misinterpreted the NoVeteran flag.

This means veteran diplomats/spies in civ1/civ2 are ridiculously powerful.

I propose custom veteran levels to restore Freeciv 2.3 behaviour. However,
there's an opportunity to more closely match the original games; if anyone has
data, do pipe up.




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[Freeciv-Dev] [bug #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength

2014-06-15 Thread Jacob Nevins
Follow-up Comment #1, bug #22202 (project freeciv):

 This means veteran diplomats/spies in civ1/civ2 are 
 ridiculously powerful.
Sorry, spies (civ2 only) are fine as I already fixed those. (But maybe weaker
than veteran diplomats!)

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[Freeciv-Dev] [bug #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength

2014-06-15 Thread Jacob Nevins
Update of bug #22202 (project freeciv):

  Status:None = Ready For Test 

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Additional Item Attachment:

File name: trunk-S2_5-S2_4-civ1-civ2-veteran-diplomat-strength.patch Size:1 KB


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