[Freeciv-Dev] [patch #2001] Salvadoran nation

2010-09-29 Thread J.M. Maalderink

URL:
  

 Summary: Salvadoran nation
 Project: Freeciv
Submitted by: mixcoatl
Submitted on: Thursday 09/30/2010 at 06:53
Category: general
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

El Salvador

flag based on http://en.wikipedia.org/wiki/File:Flag_of_El_Salvador.svg



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File Attachments:


---
Date: Thursday 09/30/2010 at 06:53  Name: senegalese.ruleset  Size: 1kB   By:
mixcoatl


---
Date: Thursday 09/30/2010 at 06:53  Name: el_salvador.svg  Size: 592kB   By:
mixcoatl



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[Freeciv-Dev] [patch #1994] Senegalese nation

2010-09-29 Thread J.M. Maalderink

Update of patch #1994 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1993] improved Basque nation

2010-09-29 Thread J.M. Maalderink

Update of patch #1993 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1990] Northumbrian nation

2010-09-29 Thread J.M. Maalderink

Update of patch #1990 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1985] Lusatian nation

2010-09-29 Thread J.M. Maalderink

Update of patch #1985 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1985] Lusatian nation

2010-09-29 Thread J.M. Maalderink

Follow-up Comment #6, patch #1985 (project freeciv):

I've been thinking about making a Moravian nation, but since apparently you
like making Slavic nations perhaps you could make one?

(file #10514)
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[Freeciv-Dev] [bug #16787] Mali Empire flag

2010-09-29 Thread J.M. Maalderink

Follow-up Comment #1, bug #16787 (project freeciv):

We'll have to separate the Malian nation into two nations then, one for the
medieval state and one for the modern republic.

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[Freeciv-Dev] [patch #1984] Lendian nation

2010-09-29 Thread J.M. Maalderink

Update of patch #1984 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #2000] Miao nation

2010-09-29 Thread J.M. Maalderink

Update of patch #2000 (project freeciv):

  Status:None => In Progress

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Follow-up Comment #1:

For a second I thought this would be a cat version of the chananeans...



(file #10513)
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File name: hainan.svg Size:4 KB


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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-29 Thread Daniel Markstedt

Follow-up Comment #17, patch #1929 (project freeciv):

Here are some PD vector valknuts with more elegant code, if you're
interested. :)

http://commons.wikimedia.org/wiki/File:Valknut-Symbol-triquetra.svg

http://commons.wikimedia.org/wiki/File:Valknut-Symbol-triquetra-alternate.svg

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[Freeciv-Dev] [patch #1999] Manx nation

2010-09-29 Thread J.M. Maalderink

Update of patch #1999 (project freeciv):

  Status:None => In Progress
 Assigned to:None => mixcoatl   


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[Freeciv-Dev] [patch #1976] Seleucid nation

2010-09-29 Thread J.M. Maalderink

Update of patch #1976 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #1:

flag

(file #10512)
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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-29 Thread J.M. Maalderink

Follow-up Comment #16, patch #1929 (project freeciv):

Vectorized valknut

do we use that one for the Ostrogoths?

(file #10511)
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[Freeciv-Dev] [patch #1921] Komi nation

2010-09-29 Thread J.M. Maalderink

Update of patch #1921 (project freeciv):

  Status: In Progress => Need Info  


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[Freeciv-Dev] [patch #1908] Etruscan nation

2010-09-29 Thread J.M. Maalderink

Update of patch #1908 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #3:

I made a similar flag based on the Chimera of Arezzo instead; that's a bit
more Etruscan than a horse.

(file #10509)
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File name: etruscan.svg   Size:8 KB


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[Freeciv-Dev] [patch #1882] Seljuk nation

2010-09-29 Thread J.M. Maalderink

Update of patch #1882 (project freeciv):

  Status: In Progress => Need Info  


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[Freeciv-Dev] [patch #1717] New Nation - MURCIANS

2010-09-29 Thread J.M. Maalderink

Update of patch #1717 (project freeciv):

  Status: In Progress => Wont Do
 Open/Closed:Open => Closed 

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Follow-up Comment #2:

nation can now be found at http://download.gna.org/freeciv/contrib/nations/

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[Freeciv-Dev] [patch #2000] Miao nation

2010-09-29 Thread Daniel Markstedt

URL:
  

 Summary: Miao nation
 Project: Freeciv
Submitted by: dmarks
Submitted on: Thursday 09/30/2010 at 07:37
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Miao nation, a southern Chinese ethnic group. A weakness with the current
version is that the city list is in Mandarin Chinese Pinyin rather than
transcribed from Miao/Hmong. The leader list is mainly Hmong "Romanized
Popular Alphabet" orthography, however, except for 'Qin Liangyu' for whom I
could not find a Miao/Hmong rendering.

Flag could be traced from http://flagspot.net/flags/cn-haina.html



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---
Date: Thursday 09/30/2010 at 07:37  Name: miao.ruleset  Size: 1kB   By:
dmarks



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[Freeciv-Dev] [bug #16787] Mali Empire flag

2010-09-29 Thread Daniel Markstedt

URL:
  

 Summary: Mali Empire flag
 Project: Freeciv
Submitted by: dmarks
Submitted on: Thursday 09/30/2010 at 06:54
Category: art
Severity: 1 - Wish
Priority: 3 - Low
  Status: None
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

A Mali Empire flag, yellow rectangle inside red rectangle. Allegedly carried
by Musa I on his 1325 pilgrimage to Mecca. Based on
http://commons.wikimedia.org/wiki/File:Mali_empire_flag.jpg which quotes Arab
historian al-Umari as the source.

Could replace the current modern republic of Mali flag.



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---
Date: Thursday 09/30/2010 at 06:54  Name: mali_empire.svg  Size: 229B   By:
dmarks



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Re: [Freeciv-Dev] Questions about path-finding

2010-09-29 Thread Pepeto
I don't see how it can happen by an other way. Maybe the player is AI
controlled?

Le mercredi 29 septembre 2010 à 17:34 +0200, Andreas Røsdal a écrit :
> > On Wed, 22 Sep 2010, Pepeto wrote:
> >> I think that what happen is that the settlers are AI-controlled by the
> >> server. You need to free the ai data of the unit before calling
> >> free_unit_orders(). There are some examples, notably in
> >
> > Thanks a lot, I think this might solve my problems.
> >
> >> There are no reason the client doesn't compute
> >> the path itself in my opinion, then it is the responsability of the user
> >> to slow down only its own side.
> >
> > While in theory it is probably best to compute the path on the client,
> > path-finding for the Freeciv web client hasn't been implemented yet.
> > Implementing proper Freeciv path-finding in Javascript is quite a
> > challenge, so it will have to be done on the server for now.
> 
> 
> Unfortunately, this didn't solve the problem of units randomly becoming AI 
> controlled. The problem still occurs. This is the change I did, to free 
> the AI data before calling free_unit_orders():
> 
> http://github.com/freecivnet/freeciv-web/commit/5bee2ba798507fe259819f8cf819cfec19859748
> 
> Is there anything else you can think of that would cause the AI to take 
> control over these units? How can I revent this from occuring, or debug 
> why it is happening?
> 
> Regards,
> Andreas



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Re: [Freeciv-Dev] Questions about path-finding

2010-09-29 Thread Andreas Røsdal
> On Wed, 22 Sep 2010, Pepeto wrote:
>> I think that what happen is that the settlers are AI-controlled by the
>> server. You need to free the ai data of the unit before calling
>> free_unit_orders(). There are some examples, notably in
>
> Thanks a lot, I think this might solve my problems.
>
>> There are no reason the client doesn't compute
>> the path itself in my opinion, then it is the responsability of the user
>> to slow down only its own side.
>
> While in theory it is probably best to compute the path on the client,
> path-finding for the Freeciv web client hasn't been implemented yet.
> Implementing proper Freeciv path-finding in Javascript is quite a
> challenge, so it will have to be done on the server for now.


Unfortunately, this didn't solve the problem of units randomly becoming AI 
controlled. The problem still occurs. This is the change I did, to free 
the AI data before calling free_unit_orders():

http://github.com/freecivnet/freeciv-web/commit/5bee2ba798507fe259819f8cf819cfec19859748

Is there anything else you can think of that would cause the AI to take 
control over these units? How can I revent this from occuring, or debug 
why it is happening?

Regards,
Andreas

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[Freeciv-Dev] [bug #16784] Game difficult Level 3 (normal) is too too too hard.

2010-09-29 Thread francesco de leo

URL:
  

 Summary: Game difficult Level 3 (normal) is too too too
hard.
 Project: Freeciv
Submitted by: fran12c
Submitted on: mercoledì 29/09/2010 alle 14:34
Category: ai
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Game difficult Level 3 (normal) is too too too hard. After few turns AI learn
high level technologies to defeat enemies. Level 2 is easy and it have a good
difficult level. Please, trim level 3, 4 ,5.




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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-29 Thread Andrzej G.

Follow-up Comment #14, patch #1929 (project freeciv):

OK. Added new Ostrogothic ruleset.

(file #10506)
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[Freeciv-Dev] [patch #1999] Manx nation

2010-09-29 Thread Andrzej G.

URL:
  

 Summary: Manx nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Wednesday 09/29/2010 at 12:54
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

The Isle of Man.
Flag:
http://en.wikipedia.org/wiki/File:Flag_of_the_Isle_of_Man.svg



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---
Date: Wednesday 09/29/2010 at 12:54  Name: manx.ruleset  Size: 2kB   By:
artaxes



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[Freeciv-Dev] [patch #1984] Lendian nation

2010-09-29 Thread Andrzej G.

Additional Item Attachment, patch #1984 (project freeciv):

File name: lendian.rulesetSize:1 KB


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[Freeciv-Dev] [bug #16778] Client segfaults when buying while the cities report is open

2010-09-29 Thread pepeto

Follow-up Comment #1, bug #16778 (project freeciv):

Do you have a savegame I could reproduce the first crash?


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[Freeciv-Dev] [bug #16777] Having multiple units on a field resizes the large map view

2010-09-29 Thread pepeto

Follow-up Comment #4, bug #16777 (project freeciv):

> Oh, and yes, that is the same behaviour as #15504. Just a
> different cause. Probably a different solution too since it
> should just display less units before adding the '>' icon.

I think it depends of an interface option (like small_display_layout).


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[Freeciv-Dev] [bug #16778] Client segfaults when buying while the cities report is open

2010-09-29 Thread pepeto

Update of bug #16778 (project freeciv):

Severity:  3 - Normal => 4 - Important  


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[Freeciv-Dev] [bug #16777] Having multiple units on a field resizes the large map view

2010-09-29 Thread Goswin von Brederlow

Follow-up Comment #3, bug #16777 (project freeciv):

Oh, and yes, that is the same behaviour as #15504. Just a different cause.
Probably a different solution too since it should just display less units
before adding the '>' icon.


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[Freeciv-Dev] [bug #16777] Having multiple units on a field resizes the large map view

2010-09-29 Thread Goswin von Brederlow

Follow-up Comment #2, bug #16777 (project freeciv):

I've been seeing this for a long time now. Can't say if it was fixed in some
versions I didn't use but it is still present in a recent svn checkout
(revision 18101).


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[Freeciv-Dev] [bug #16776] Research report isn't updated when changing governor in cities report

2010-09-29 Thread Goswin von Brederlow

Follow-up Comment #1, bug #16776 (project freeciv):

Same when changing tax rates.

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