bugFreeciv - Bugs: bug #22417, civ2civ3 Transport can build mines...

 
 
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bug #22417: civ2civ3 Transport can build mines in coastal cities, etc

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Fri 01 Aug 2014 11:51:21 AM UTC  
 
Category: rulesetsSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: 2.5.0-beta1Operating System: Any
Planned Release: 2.5.0, 2.6.0

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Sun 03 Aug 2014 12:03:31 PM UTC, comment #8:

Patch done the way persia suggested.
It prevents sea unitclass from building irrigations and mines.
Except for trunk, where sea units can build mines in deep ocean once Miniaturization is researched.

Since transports can already clean pollution in the oceanic tiles, I see ok that they can clean pollution in the coastal city too.

Since roads are automatically built in the cities, I did not forbid them for transports, but we can add this restriction if it improves the autogenerated help.

(file #21647, file #21648)

David Fernandez <bardo>
Sat 02 Aug 2014 05:38:23 PM UTC, comment #7:

On trunk, one can prevent Transports cleaning Pollution in cities by adjusting rmreqs{} for the extra. I don't know of a way to do the equivalent for 2.5.

For preventing Transports from doing stuff, adding `"UnitClass", "Sea", "Local", FALSE` requirements to the sets of things they shouldn't do is probably easiest: if they are only supposed to do mining, and this is enabled with a new TerrainClass scoped effect, then omitting the restriction from only the new effect would allow them to use the new effect (but only for Oceanic terrains).

Emmet Hikory <persia>
Project Member
Sat 02 Aug 2014 04:52:21 PM UTC, comment #6:

>Hm, perhaps we should also prohibit land-based units from building ocean mines, and maybe add a minimum tech requirement?

You are right, I agree mining the ocean should require the knowledge of offshore platforms.
And I think it wouldn't be necesary to prohibit it to land-based units in this case.

I'm working on a patch, but I'm still not sure about the best solution for transports in cities.

David Fernandez <bardo>
Sat 02 Aug 2014 01:21:20 PM UTC, comment #5:

>> On trunk, mines can be built in Deep Ocean. Should Transports
>> be allowed to do this?
> Yes. Those mines are supposed to be offshore platforms, and
> I think it is ok that transports can build them.

Hm, perhaps we should also prohibit land-based units from building ocean mines, and maybe add a minimum tech requirement? Otherwise Workers on Caravels can slowly start building offshore mineral extraction facilities millennia before offshore platforms are available, which is a bit implausible.

> transports could finish those tasks much faster than settlers.

Gosh, yes, I hadn't thought of that.

Jacob Nevins <jtn>
Project Administrator
Sat 02 Aug 2014 01:03:51 PM UTC, comment #4:

>On trunk, mines can be built in Deep Ocean. Should Transports be allowed to do this?

Yes. Those mines are supposed to be offshore platforms, and I think it is ok that transports can build them.
My plan was to make offshore platforms and deep ocean mines to behave the same than Supermarkets and Farms.

>And indeed, when the Transport is in a city (and hence on a land tile), it can do all of these things.

This was not intended, and it is not a good thing because transports could finish those tasks much faster than settlers.

>For 2.5, we can probably get rid of the worst of the unwanted abilities by adding nreqs to Irrig_Possible, road reqs etc. I don't think we can do anything about cleaning pollution in cities, so let's suppose it's an oil slick in the harbour.

I agree, I can do the patch.

David Fernandez <bardo>
Fri 01 Aug 2014 02:41:06 PM UTC, comment #3:

On trunk, mines can be built in Deep Ocean. Should Transports be allowed to do this?

Jacob Nevins <jtn>
Project Administrator
Fri 01 Aug 2014 11:53:39 AM UTC, comment #2:

I haven't checked the situation with fallout either (whether it can be generated on ocean).

Jacob Nevins <jtn>
Project Administrator
Fri 01 Aug 2014 11:53:00 AM UTC, comment #1:

Patch #5006 raised for help system improvements.

Jacob Nevins <jtn>
Project Administrator
Fri 01 Aug 2014 11:51:21 AM UTC, original submission:

civ2civ3's Transport has the "Settlers" flag; according to README.ruleset_civ2civ3 the intention is that it is able to clean up pollution.

However, the autogenerated help says:

And indeed, when the Transport is in a city (and hence on a land tile), it can do all of these things.

In the long term, I suspect fine-grained action enablers are the fix for this.

For 2.5, we can probably get rid of the worst of the unwanted abilities by adding nreqs to Irrig_Possible, road reqs etc. I don't think we can do anything about cleaning pollution in cities, so let's suppose it's an oil slick in the harbour.

Even with all those effects, the help will claim all the above things. Perhaps the help system can be improved to pick up on the nreqs; I'll raise a separate ticket for that.

Jacob Nevins <jtn>
Project Administrator

 

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Carbon-Copy List
  • -unavailable- added by persia (Posted a comment)
  • -unavailable- added by bardo (Posted a comment)
  • -unavailable- added by jtn (Submitted the item)
  • -unavailable- added by jtn (civ2civ3 maintainer)
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    Follow 3 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Sun 03 Aug 2014 12:03:31 PM UTCbardoAttached File-=>Added civ2civ3-sea_workers-trunk.patch, #21647
      Attached File-=>Added civ2civ3-sea_workers-S2_5.patch, #21648
    Fri 01 Aug 2014 11:51:21 AM UTCjtnCarbon-Copy-=>Added bardo
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