[Freeciv-Dev] (PR#8489) veteran levels for history ruleset
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[Freeciv-Dev] (PR#8489) veteran levels for history ruleset |
From: |
"Daniel L Speyer" <dspeyer@xxxxxxxxxxx> |
Date: |
Sun, 11 Apr 2004 13:31:39 -0700 |
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rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=8489 >
I've discovered that the history ruleset lacks veteran levels, with the
result that no attacking unit can ever win. Here's the patch to add
those levels, copied straight from the detailed ruleset. I suppose we
ought to make the ruleset-loading code notice this and give an error (or
have intelligent defaults), but this should go in for now (we'll want it
in any case).
--Daniel Speyer
--- data/history/units.ruleset.old 2004-04-11 15:28:46.000000000 -0400
+++ data/history/units.ruleset 2004-04-11 15:38:12.000000000 -0400
@@ -21,6 +21,35 @@
description="History unit_type data for Freeciv"
options="1.9"
+
+[veteran_system]
+; How many veteran levels?
+max_veteran_levels = 4
+
+; What are the names of the levels?
+veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
+
+; The percentage chance of increasing level through combat
+veteran_raise_chance = 50, 33, 20, 0
+
+; Power factors are as a percentage.
+; +50% is represented by 150
+veteran_power_fact = 100, 150, 175, 200
+
+; The percentage chance of a settler/engineer increasing level through
+; performing useful work (per turn)
+veteran_work_raise_chance = 5, 3, 1, 0
+
+; The chances of a trireme being lost at sea when not adjacent to a
+; land tile.
+veteran_highseas_loss_pct = 50, 25, 5, 0
+
+; The additional number of movement points granted for different veteran
+; levels. These are thirds of points, so to increase movement
+; by a whole point 3 must be specified.
+veteran_move_bonus = 0, 0, 0, 0
+
+
[units_adjust]
firepower_factor=1 ; Multiply firepower by this value. Set it
; to zero to disable firepower altogether.
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