[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

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[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 


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[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 tileset also includes distinct graphics for Maglev.)

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

2014-07-20 Thread Emmet Hikory
Update of patch #4966 (project freeciv):

  Status:None => Ready For Test 
 Planned Release: => 2.6.0  


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[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. Included changes to readme.

(file #21493)
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Additional Item Attachment:

File name: civ2civ3-maglev-2.patchSize:4 KB


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[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
different roads on same tile (land units use maglev, big land use still
present railroads)

This should be documented in README.ruleset_experimental -> new ticket.

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[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 land units, as current experimental rules.

I have also noticed that this maglev feature is not very playable unless you
can differentiate it visually from the railroad.

I suggest to delay this patch until some tileset includes the related gfx.

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

2014-07-19 Thread David Fernandez
URL:
  

 Summary: civ2civ3: maglev
 Project: Freeciv
Submitted by: bardo
Submitted on: dom 20 jul 2014 02:45:11 UTC
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Enabled magnetic levitation with Superconductors, same than experimental
ruleset.

Added helptext for railroad and superconductor techs. I think similar texts
would be good for classic and experimental rulesets too.

In experimental rules, the maglev is native to Land, but not Big Land as the
other roads. I'm not sure if it was on purpose or a bug.



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File Attachments:


---
Date: dom 20 jul 2014 02:45:11 UTC  Name: civ2civ3-maglev.patch  Size: 3kB  
By: bardo



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