bugFreeciv - Bugs: bug #20029, Cimpletoon missing civ2civ3 unit...

 
 
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bug #20029: Cimpletoon missing civ2civ3 unit Migrants

Submitted by:  Marko Lindqvist <cazfi>
Submitted on:  Sun 05 Aug 2012 06:21:16 PM UTC  
 
Category: artSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: Operating System: None
Planned Release: 2.5.0

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Mon 20 Aug 2012 09:38:04 PM UTC, comment #3:

Geoengineers were removed in patch #3492. Now only civ2civ3 specific unit missing from cimpletoon is Migrants.

Marko Lindqvist <cazfi>
Project Administrator
Sun 05 Aug 2012 10:50:13 PM UTC, comment #2:

> do you think it could be easy to implement such feature (in a
> similar way than you did with irrigations)?


In the past I have considered implementing tech flag similar to Bridge Building for enabling tranformation that way (not tied to specific unit (as long as it has "Settlers" flag) but to tech). However, implementing it as effectively boolean effect like we did with irrigation sounds excellent idea. That would allow us to enable different transformations at different time (have separate effect / terrain type, and have that terrain type as requirement - or once I get my user terrain flags implemented you can handle this as sets of terrains). For full control we could have similar effect for other transform types (terrain chaging irrigation, terrain chaning mining): full set of effect types could be "Irrig_Possible" (this we already have), "Mining_Possible", "Transform_Possible", "Irrig_Transform_Possible", "Mining_Transform_Possible".

Marko Lindqvist <cazfi>
Project Administrator
Sun 05 Aug 2012 10:28:18 PM UTC, comment #1:

I have seen a custom icon for migrants in other rulesets (named u.refugee as you say), for example the ones used in Longturn, and that is the main reason I included them in civ2civ3.
About Geoengineers, I don't think it is worth to create a new icon/graphic. They are equal to engineers, but with terrain transformations enabled.

I think it is important for civ2civ3 rules to keep these major transformations disabled until the end of the technology tree. However, this "Geoengineer" unit would not be needed if it were possible to dissable the major terrain Transformations until certain tech is researched.
Do you know any alternative way (other than to create a new unit with flag "Transform"), or do you think it could be easy to implement such feature (in a similar way than you did with irrigations)?

David Fernandez <bardo>
Sun 05 Aug 2012 06:21:16 PM UTC, original submission:

In addition to units also in civ2 ruleset, covered in bug #19998, civ2civ3 would require a couple of more units: Geoengineer and Migrants (u.refugee?)

Marko Lindqvist <cazfi>
Project Administrator

 

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Depends on the following items: None found

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   patch dependencies.

 

Carbon-Copy List
  • -unavailable- added by bardo (Posted a comment)
  • -unavailable- added by cazfi (Submitted the item)
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    Follows 1 latest change.

    Date Changed By Updated Field Previous Value => Replaced By
    Wed 30 Jan 2013 02:30:41 PM UTCcazfiSummaryCimpletoon missing civ2civ3 units=>Cimpletoon missing civ2civ3 unit Migrants
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