[Freeciv-Dev] (PR#11218) [Patch] Remove some misinformation
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=11218 >
- Default & history techs.ruleset claimed that tech cost doubles at year 0
- All units.rulesets claimed that gold upkeep is not yet implemented
- I also updated header comments for all techs.rulesets (copied from
default one). Instead of even trying to keep tech flag information up to
date in all rulesets I removed old information from all rulesets except
default. Other rulesets mention that this information can be found from
default/techs.ruleset.
- Caz
diff -Nurd -X.diff_ignore freeciv/data/civ1/techs.ruleset
freeciv/data/civ1/techs.ruleset
--- freeciv/data/civ1/techs.ruleset 2004-11-27 14:49:02.031250000 +0200
+++ freeciv/data/civ1/techs.ruleset 2004-11-27 15:17:14.281250000 +0200
@@ -22,28 +22,21 @@
;
; name = name as seen by user
; req1, req2 = advances required before researching this one
+; root_req = advance required before acquiring this one, inherited
+; by all techs that require this tech in turn unless
+; "None" is given explicitly
; flags = special flag strings (see default/techs.ruleset)
+; graphic = icon for technology
+; graphic_alt = alternate icon
; helptext = optional help text string (set units ruleset for examples)
+; bonus_message = text seen when a player is the first to
+; discover an bonus tech.
+; cost = if tech_cost_style is set to 3, this field is read for
+; information on how much a tech costs
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
-;
-; Following flag strings are possible
-;
-; "Bonus_Tech" = player gets extra tech if rearched first
-; Note: currently only one tech with this flag is supported
-; "Boat_Fast" = all sea units get one extra move point
-; "Bridge" = "Settler" unit types can build bridges over rivers
-; "Railroad" = "Settler" unit types can build rail roads
-; "Farmland" = "Settler" unit types can build farmland
-; "Fortress" = "Settler" unit types can build fortress
-; "Population_Pollution_Inc" = Increase the pollution factor created by
-; popultaion by one
-; "Trade_Revenue_Reduce" = When known by the player establishing a trade
-; route reduces the initial revenue by cumulative
-; factors of 2/3
-; "Airbase" = "Airbase" unit types can build Airbases (not used here)
[advance_advanced_flight]
name = _("Advanced Flight")
diff -Nurd -X.diff_ignore freeciv/data/civ1/units.ruleset
freeciv/data/civ1/units.ruleset
--- freeciv/data/civ1/units.ruleset 2004-11-27 14:49:02.078125000 +0200
+++ freeciv/data/civ1/units.ruleset 2004-11-27 15:19:02.125000000 +0200
@@ -66,7 +66,6 @@
; fuel = number of turns air units can fly before they crash. For
; barbarians this is used as lifetime instead
; uk_* = upkeep costs, these are used as base values in the game
-; (NOTE: gold upkeep is still not implemented)
; flags = special flag strings
; roles = special role strings
; sound_move = optional sound effect when the unit moves
diff -Nurd -X.diff_ignore freeciv/data/civ2/techs.ruleset
freeciv/data/civ2/techs.ruleset
--- freeciv/data/civ2/techs.ruleset 2004-11-27 14:49:02.375000000 +0200
+++ freeciv/data/civ2/techs.ruleset 2004-11-27 15:17:21.046875000 +0200
@@ -22,28 +22,21 @@
;
; name = name as seen by user
; req1, req2 = advances required before researching this one
+; root_req = advance required before acquiring this one, inherited
+; by all techs that require this tech in turn unless
+; "None" is given explicitly
; flags = special flag strings (see default/techs.ruleset)
+; graphic = icon for technology
+; graphic_alt = alternate icon
; helptext = optional help text string (set units ruleset for examples)
+; bonus_message = text seen when a player is the first to
+; discover an bonus tech.
+; cost = if tech_cost_style is set to 3, this field is read for
+; information on how much a tech costs
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
-;
-; Following flag strings are possible
-;
-; "Bonus_Tech" = player gets extra tech if rearched first
-; Note: currently only one tech with this flag is supported
-; "Boat_Fast" = all sea units get one extra move point
-; "Bridge" = "Settler" unit types can build bridges over rivers
-; "Railroad" = "Settler" unit types can build rail roads
-; "Farmland" = "Settler" unit types can build farmland
-; "Fortress" = "Settler" unit types can build fortress
-; "Population_Pollution_Inc" = Increase the pollution factor created by
-; popultaion by one
-; "Trade_Revenue_Reduce" = When known by the player establishing a trade
-; route reduces the initial revenue by cumulative
-; factors of 2/3
-; "Airbase" = "Airbase" unit types can build Airbases
[advance_advanced_flight]
name = _("Advanced Flight")
diff -Nurd -X.diff_ignore freeciv/data/civ2/units.ruleset
freeciv/data/civ2/units.ruleset
--- freeciv/data/civ2/units.ruleset 2004-11-27 14:49:02.406250000 +0200
+++ freeciv/data/civ2/units.ruleset 2004-11-27 15:18:34.312500000 +0200
@@ -66,7 +66,6 @@
; fuel = number of turns air units can fly before they crash. For
; barbarians this is used as lifetime instead
; uk_* = upkeep costs, these are used as base values in the game
-; (NOTE: gold upkeep is still not implemented)
; flags = special flag strings
; roles = special role strings
; sound_move = optional sound effect when the unit moves
diff -Nurd -X.diff_ignore freeciv/data/default/techs.ruleset
freeciv/data/default/techs.ruleset
--- freeciv/data/default/techs.ruleset 2004-11-27 14:49:02.734375000 +0200
+++ freeciv/data/default/techs.ruleset 2004-11-27 15:12:49.781250000 +0200
@@ -55,9 +55,6 @@
; "Airbase" = "Airbase" unit types can build Airbases
; "Build_Airborne" = from now on can build air units (for use by AI)
-; Note that after year 0, the cost for techs double. This behaviour is
-; hard-coded and cannot yet be changed in rulesets.
-
[advance_advanced_flight]
name = _("Advanced Flight")
req1 = "Radio"
diff -Nurd -X.diff_ignore freeciv/data/default/units.ruleset
freeciv/data/default/units.ruleset
--- freeciv/data/default/units.ruleset 2004-11-27 14:49:02.765625000 +0200
+++ freeciv/data/default/units.ruleset 2004-11-27 15:18:18.328125000 +0200
@@ -82,7 +82,6 @@
; barbarians this is used as lifetime instead. If this is zero,
; the unit has unlimited fuel, despite flying.
; uk_* = upkeep costs, these are used as base values in the game
-; (NOTE: gold upkeep is still not implemented)
; flags = special flag strings
; roles = special role strings
; sound_move = optional sound effect when the unit moves
diff -Nurd -X.diff_ignore freeciv/data/history/techs.ruleset
freeciv/data/history/techs.ruleset
--- freeciv/data/history/techs.ruleset 2004-11-27 14:49:22.515625000 +0200
+++ freeciv/data/history/techs.ruleset 2004-11-27 15:17:23.375000000 +0200
@@ -22,7 +22,12 @@
;
; name = name as seen by user
; req1, req2 = advances required before researching this one
-; flags = special flag strings
+; root_req = advance required before acquiring this one, inherited
+; by all techs that require this tech in turn unless
+; "None" is given explicitly
+; flags = special flag strings (see default/techs.ruleset)
+; graphic = icon for technology
+; graphic_alt = alternate icon
; helptext = optional help text string (set units ruleset for examples)
; bonus_message = text seen when a player is the first to
; discover an bonus tech.
@@ -32,25 +37,6 @@
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
-;
-; Following flag strings are possible
-;
-; "Bonus_Tech" = player gets extra tech if rearched first
-; "Boat_Fast" = all sea units get one extra move point
-; "Bridge" = "Settler" unit types can build bridges over rivers
-; "Railroad" = "Settler" unit types can build rail roads
-; "Farmland" = "Settler" unit types can build farmland
-; "Fortress" = "Settler" unit types can build fortress
-; "Watchtower" = Units get enhanced visionrange in a fortress
-; "Population_Pollution_Inc" = Increase the pollution factor created by
-; popultaion by one
-; "Trade_Revenue_Reduce" = When known by the player establishing a trade
-; route reduces the initial revenue by cumulative
-; factors of 2/3
-; "Airbase" = "Airbase" unit types can build Airbases
-
-; Note that after year 0, the cost for techs double. This behaviour is
-; hard-coded and cannot yet be changed in rulesets.
[advance_advanced_flight]
name = _("Advanced Flight")
diff -Nurd -X.diff_ignore freeciv/data/history/units.ruleset
freeciv/data/history/units.ruleset
--- freeciv/data/history/units.ruleset 2004-11-27 14:49:22.609375000 +0200
+++ freeciv/data/history/units.ruleset 2004-11-27 15:19:20.578125000 +0200
@@ -78,7 +78,6 @@
; fuel = number of turns air units can fly before they crash. For
; barbarians this is used as lifetime instead
; uk_* = upkeep costs, these are used as base values in the game
-; (NOTE: gold upkeep is still not implemented)
; flags = special flag strings
; roles = special role strings
; sound_move = optional sound effect when the unit moves
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