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patch #4754: Experimental/Multiplayer have their own ai_effects.ruleset

Submitted by:  Marko Lindqvist <cazfi>
Submitted on:  Sat 31 May 2014 10:03:03 PM UTC  
 
Category: rulesetsPriority: 5 - Normal
Status: DonePrivacy: Public
Assigned to: Marko Lindqvist <cazfi>Open/Closed: Closed
Planned Release: 2.5.0, 2.6.0, 3.0.0

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Thu 12 Feb 2015 08:32:24 PM UTC, SVN revision 28116:

Made experimental and multiplayer rulesets to use default ai_effects.ruleset

See patch #4754

(Browse SVN revision 28116)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Thu 12 Feb 2015 08:32:13 PM UTC, SVN revision 28115:

Made experimental and multiplayer rulesets to use default ai_effects.ruleset

See patch #4754

(Browse SVN revision 28115)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Thu 12 Feb 2015 08:31:59 PM UTC, SVN revision 28114:

Made experimental and multiplayer rulesets to use default ai_effects.ruleset

See patch #4754

(Browse SVN revision 28114)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Tue 10 Feb 2015 07:01:49 PM UTC, comment #3:

> we have already had bugs because of we've missed one of them
> when changing others


Again, Cheating AI Incite Cost bonus was implemented in default/ai_effects.ruleset only. Attached patch makes multiplayer and experimental to use it.
In addition to applying the patch, 'svn rm' multiplayer/ai_effects.ruleset and experimental/ai_effects.ruleset

(file #23776)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Sun 07 Dec 2014 11:34:35 PM UTC, comment #2:

> in fact I'd already half-prepared a patch doing so


I assumed this to mean that you'd take this ticket...

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Sat 31 May 2014 10:06:04 PM UTC, comment #1:

I'm for removing them (in fact I'd already half-prepared a patch doing so).
The hassle of reintroducing them is IMO fairly minimal (at least in a new major version).

Jacob Nevins <jtn>
Project Administrator
Sat 31 May 2014 10:03:03 PM UTC, original submission:

As noted by jtn in bug #22094, experimental and multiplayer rulesets have ai_effects.rulesets of their own, but identical to default one.

It would be cleaner to have them removed and to include default/ai_effects.ruleset instead.
But they could very well diverge in the future (one would assume that different rulesets need different ai effects). Keeping them around would avoid the extra hassle of reintroducing them when they need to diverge.

I would slightly prefer removing them. As we don't know if, and when, they will be needed, there's no point in maintaining them meanwhile (and we have already had bugs because of we've missed one of them when changing others).

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.

 

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  • -unavailable- added by jtn (Posted a comment)
  • -unavailable- added by cazfi (Submitted the item)
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    Follow 6 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Thu 12 Feb 2015 08:32:45 PM UTCcazfiStatusReady For Test=>Done
      Assigned toNone=>cazfi
      Open/ClosedOpen=>Closed
    Tue 10 Feb 2015 07:01:49 PM UTCcazfiAttached File-=>Added MultiExperimentalDefaultAiEffects.patch, #23776
      StatusNone=>Ready For Test
      Planned Release=>2.5.0, 2.6.0, 3.0.0
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