Follow-up Comment #13, bug #21629 (project freeciv):
in a game of Civ2 Test of Time [...] Apparently, barb cities
have no waste at all but almost max corruption
Note that since bug #22271, it is much harder to end up without a palace
(unless 'savepalace' is off), and that includes barbarians.
Update of bug #21629 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #21629 (project freeciv):
Planned Release: 2.4.3, 2.5.0, 2.6.0 = 2.4.3, 2.5.0-beta1, 2.6.0
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Follow-up Comment #9, bug #21629 (project freeciv):
- S2_4 version
(file #21357)
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Additional Item Attachment:
File name: WastedPirates-S2_4.patch Size:0 KB
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Follow-up Comment #8, bug #21629 (project freeciv):
- Limit effect to shield waste - do not apply to corruption too
(file #21335)
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Additional Item Attachment:
File name: WastedPirates-2.patch Size:0 KB
Update of bug #21629 (project freeciv):
Status:None = Ready For Test
Planned Release: = 2.4.3, 2.5.0, 2.6.0
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Follow-up Comment #7:
Of the possible
Follow-up Comment #5, bug #21629 (project freeciv):
The attached patch shows the changes I've made to civ2/effects.ruleset (2.4.2)
so that barbarians have no waste. It took some searching through the code to
realize that effect values are additive and not last-effect-wins. I'm assuming
that in
Follow-up Comment #6, bug #21629 (project freeciv):
I ran a test autogame with the patch, Hard AI and citymindist = 3 (the civ2
ruleset defaults were used everywhere else). I'm happy to report that while
the pirates managed to capture 3 border cities, they were eventually rolled
back and thus the
Follow-up Comment #2, bug #21629 (project freeciv):
Using the scenario editor, I had a barb capture my highest shield-producing
city in a game of Civ2 Test of Time that I was playing. Apparently, barb
cities have no waste at all but almost max corruption (see both screenshots).
It's possible that
Follow-up Comment #3, bug #21629 (project freeciv):
Oops didn't realize that there was an upload cap, but the missing screenshot
pretty much shows the same thing.
(file #20016)
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File name:
Follow-up Comment #4, bug #21629 (project freeciv):
In civ3, corruption/waste could not reduce the production of a city under 1. I
like this solution, if possible.
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URL:
http://gna.org/bugs/?21629
Summary: civ2 - barb cities can't build anything due to waste
Project: Freeciv
Submitted by: None
Submitted on: Mon 10 Feb 2014 02:26:45 PM UTC
Category: rulesets
Severity:
Follow-up Comment #1, bug #21629 (project freeciv):
FYI we've been trying to balance solutions to same problem in our own ruleset
(enabling waste). Don't know if the lessons there help, though, with civ2
ruleset, since if possible, it should mimic civ2 behavior.
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