[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-22 Thread Marko Lindqvist
Update of patch #3130 (project freeciv):

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


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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-16 Thread Marko Lindqvist
Follow-up Comment #5, patch #3130 (project freeciv):

> Do you plan to add requirement_vector?

Not one, but two :-)

Unlike most things with requirement vectors, this one really needs
n(egated)reqs to complement reqs. Wait for third patch in the series.

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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-16 Thread J. M. Gorbach
Follow-up Comment #4, patch #3130 (project freeciv):

Do you plan to add requirement_vector?

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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-15 Thread Marko Lindqvist
Follow-up Comment #3, patch #3130 (project freeciv):

> for time being default value of "disasters" is 0.

- Made this true, I had forgotten value of 10 used in some testing to previous
version

(file #15068)
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Additional Item Attachment:

File name: Disasters-2.diff   Size:18 KB


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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-15 Thread Marko Lindqvist
Follow-up Comment #2, patch #3130 (project freeciv):

> Can the kinds of disasters be turned off separately? For those
> of us that are using the experimental ruleset it seems overkill
> to check each city against plague twice...

In this initial version, not. But once disasters are read from ruleset, we
simply don't define Plague disaster for experimental ruleset. In fact I now
think we will set "disasters" server setting on by default (on all rulesets)
but some rulesets, such as multiplayer where such random events are not
wanted, simply define no disasters at all.

Your comment brings up another point I've encountered while writing disaster
patches (yes, I have next ones from the series in testing, not yet ready to be
submitted) While adding new features to freeciv it's becoming increasingly
difficult to find free terminology. Civ1 ruleset will have both "Famine" and
"Plague" disasters, and both those words already have different game mechanics
meaning in freeciv.

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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-15 Thread David Lowe
Follow-up Comment #1, patch #3130 (project freeciv):

Can the kinds of disasters be turned off separately?  For those of us that are
using the experimental ruleset it seems overkill to check each city against
plague twice...

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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-15 Thread Marko Lindqvist
URL:
  

 Summary: Random disasters module
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 15 Feb 2012 09:13:21 PM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

This patch adds initial version of random disasters module. Disasters are
hardcoded, but data structures are set up in a way that loading them from
ruleset is easy to add in later patch.

- Frequency of disasters is controlled by new server setting "disasters" Once
disasters feature matures a bit, we may enable them by default and explicitly
disable from multiplayer ruleset, but for time being default value of
"disasters" is 0.
- New event type is added for disaster related messages
- There's three hardcoded disasters in this version. Earthquake and Fire
destroy random building from city, Plague reduces population by one
- Each city and each disaster is checked independently. In theory it's
possible that multiple disasters hit same city in same turn




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File Attachments:


---
Date: Wed 15 Feb 2012 09:13:22 PM EET  Name: Disasters.diff  Size: 19kB   By:
cazfi



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