[Freeciv-Dev] Re: (PR#2521) general effects framework
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=2521 >
here are new versions (v7) of the general effects patches.
The order to apply them is:
patch -p1 < ../effects-pre7.diff # can_space can_nuke patch
patch -p1 < ../effects7.diff # framework patch
patch -p1 < ../effects-immed7.diff # immediate effects patch
patch -p1 < ../effects-city7.diff # city tiles patch
Game behavior for the first three patches is identical to cvs. (note
savegames will be different as extra fields are introduced into the
savegames.
Game behaviour changes late in the game with the last patch. I don't know
why this is.
The good news is that the crashes are gone as far as I can tell. Effects
that you can set that should work are:
Give_Imm_Adv, Improve_Rep, Enable_Space, Enable_Nuke, Reveal_Cities, and
Reveal_Map, Food_Add_Tile, Food_Inc_Tile, Food_Per_Tile, Prod_Add_Tile,
Prod_Inc_Tile, Prod_Per_Tile, Trade_Add_Tile, Trade_Inc_Tile, and
Trade_Per_Tile.
So try it out, the patch has not been tested extensively for correctness,
and CMA probably doesn't work yet with it. patches for this welcome.
Also, old savegames with Apollo and/or Manhattan will fail to set can_space
and can_nuke. This is bad, (the buildings themselves won't give you
nukeability and spaceability) and not easily worked around. Patches for
this welcome too.
Hopefully RT doesn't corrupt this tarball...
-mike
effects7.tar.bz2
Description: Binary data
- [Freeciv-Dev] Re: (PR#2521) general effects framework,
Mike Kaufman <=
- [Freeciv-Dev] Re: (PR#2521) general effects framework, Mike Kaufman, 2004/03/07
- [Freeciv-Dev] Re: (PR#2521) general effects framework, rwetmore@xxxxxxxxxxxx, 2004/03/15
- [Freeciv-Dev] Re: (PR#2521) general effects framework, Mike Kaufman, 2004/03/15
- [Freeciv-Dev] Re: (PR#2521) general effects framework, Jason Short, 2004/03/15
- [Freeciv-Dev] Re: (PR#2521) general effects framework, rwetmore@xxxxxxxxxxxx, 2004/03/15
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