bugFreeciv - Bugs: bug #22164, Remove Veteran_Build effect from...

 
 
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bug #22164: Remove Veteran_Build effect from Nuclear unit in standard rulesets

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Sun 08 Jun 2014 07:42:13 PM UTC  
 
Category: rulesetsSeverity: 3 - Normal
Priority: 5 - NormalStatus: Fixed
Assigned to: Jacob Nevins <jtn>Open/Closed: Closed
Release: Operating System: Any
Planned Release: 2.4.3

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Tue 17 Jun 2014 09:12:09 AM UTC, SVN revision 25187:

Prevent Nuclear units from being pointlessly built as veteran
(it has no effect).

Reported by 'vla22'.

See gna bug #22164.

(Browse SVN revision 25187)

Jacob Nevins <jtn>
Project AdministratorIn charge of this item.
Sun 15 Jun 2014 10:53:17 AM UTC, comment #4:

Will fix this only on 2.4. On later branches the solution is a custom veteran system (bug #22203).

Will leave civ1/civ2 alone.

Jacob Nevins <jtn>
Project AdministratorIn charge of this item.
Tue 10 Jun 2014 09:31:54 AM UTC, comment #3:

In light of bug #22171, the correct fix may be to add "Nuclear" to the nreqs for Airport "Veteran_Build" effect.

Jacob Nevins <jtn>
Project AdministratorIn charge of this item.
Mon 09 Jun 2014 09:29:50 AM UTC, comment #2:

> Veterancy of nuclear units does have a useful effect. It adds
> an extra movement point.

This change must be specific to the Longturn ruleset, I think.

I'm proposing that we add the NoVeteran flag to nukes in the supplied rulesets (which don't have such bonuses), not that any nuclear unit is intrinsically NoVeteran in the game engine.

Jacob Nevins <jtn>
Project AdministratorIn charge of this item.
Mon 09 Jun 2014 03:39:39 AM UTC, comment #1:

Veterancy of nuclear units does have a useful effect. It adds an extra movement point.

In the longturn game LT32 which used a ruleset based on civ2civ3 non veteran nukes have zero moves if the player does not have the techs advanced flight or robotics. But a veteran nuke retains the bonus movement point and could move 1 tile.

In practice this means a green nuke can only be used if it self explodes on the transporter carrying it. But a veteran nuke can unload and the transporter withdraw before the nuke is fired.

Anonymous
Sun 08 Jun 2014 07:42:13 PM UTC, original submission:

Reported by a friend:

In many of our rulesets (or at least classic), Nuclear units can acquire veteran status by being built in cities with airports. However, this has no effect, as their attack is special, they have no defence, and veterancy isn't configured to have any other effect (unless I've missed something).

So I propose that in such rulesets, nukes become NoVeteran.

Should first check what will happen when loading a savegame which contains veteran nukes.

Jacob Nevins <jtn>
Project AdministratorIn charge of this item.

 

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Attach File(s):
   
   
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Attached Files
file #21037:  S2_4-no-veteran-nukes.patch added by jtn (1kB - text/x-patch - S2_4 r25141)

 

Depends on the following items: None found

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  • -unavailable- added by jtn (Submitted the item)
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    Follow 7 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Tue 17 Jun 2014 09:17:23 AM UTCjtnStatusReady For Test=>Fixed
      Open/ClosedOpen=>Closed
    Sun 15 Jun 2014 12:41:24 PM UTCjtnAttached File-=>Added S2_4-no-veteran-nukes.patch, #21037
      StatusNone=>Ready For Test
    Sun 15 Jun 2014 10:53:17 AM UTCjtnAssigned toNone=>jtn
      Planned Release=>2.4.3
    Sun 15 Jun 2014 08:55:42 AM UTCjtnSummarySet Nuclear unit as NoVeteran in standard rulesets=>Remove Veteran_Build effect from Nuclear unit in standard rulesets
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