<URL: http://bugs.freeciv.org/Ticket/Display.html?id=39417 >
2007/6/25, Ulrik Sverdrup <[EMAIL PROTECTED]>: > > <URL: http://bugs.freeciv.org/Ticket/Display.html?id=39417 > > > In a game played with the ancients modpack on S2_1 I went back to a > save and found a reproducable crasher from that point. > > What happens is that a sea barbarian and 6th player is created with a > ship "Warships" on a mountain tile inland, and then the sanity check > fails (according to my gdb inspection.) > > Transcript from gdb and savegame attached.. > > Steps to reproduce: > Use ancients 2.1.0-1 from http://forum.freeciv.org/viewtopic.php?t=3308 > You can use amplio as tileset, it works for this time > Load the savegame and start the game as the Illyrians > Press turn done without doing anything > It crashes on the sanity check. > > > Specifically, if nat_x and nat_y are the city coordinates in the > savegame (I don't know), then the warship is created on a mountaintop > next to the Etruscan sicty Veii > > Also the crash is on a function test > can_unit_type_transport(transporter->type, transported->type), but > transporter is NULL! > > > _______________________________________________ > Freeciv-dev mailing list > Freeciv-dev@gna.org > https://mail.gna.org/listinfo/freeciv-dev > I'm sorry this is of course in the ruleset, the Warships sea unit with BarbarianTech instead of BarbarianSea Do we need a sanity check for that in the code? Otherwise this is solved. Sea units shouldn't have the BarbarianTech flag. _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev