[Freeciv-Dev] (PR#24159) inadequate DEFAULT_DATA_PATH for MSYS

2006-11-09 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=24159 > I'm compiling from SVN head on MinGW + MSYS, under Windows 2000. configure.ac contains the following lines: dnl export where the datadir is going to be installed FC_EXPAND_DIR(FREECIV_DATADIR, "$datadir/freeciv") if test x"$MINGW32" = xyes;

[Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8

2008-12-14 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40601 > In civclient 2.1.7, a random city name was generated, "Perpiny[X]". The [X] stands for some weird graphic of a presumably unprintable character. Clicking on this city crashes both civclient 2.1.7 and 2.1.8 on Windows Vista SP1. I've attache

Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8

2008-12-17 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40601 > On Tue, Dec 16, 2008 at 8:25 PM, Madeline Book wrote: > > So my best guess is that somehow the contents of the save file > got munged into the present state (invalid utf8) outside of > freeciv. Are you sure you did not open and re-save it in

Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8

2008-12-17 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40601 > On Tue, Dec 16, 2008 at 11:32 PM, Madeline Book wrote: > > By the way, do you play with the "prompt for city names" > local option enabled? No. > Also, what happens when you play a nation like Brazillian > or Turk? Do the utf8 characters i

Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8

2008-12-17 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40601 > On Wed, Dec 17, 2008 at 11:13 AM, Brandon Van Every wrote: > On Tue, Dec 16, 2008 at 11:32 PM, Madeline Book > wrote: >> >> By the way, do you play with the "prompt for city names" >> local option enabled? > > No. I spoke too quickly. Ye

Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8

2008-12-17 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40601 > Forgot the attachment. catalan-1400.sav.gz Description: GNU Zip compressed data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8

2008-12-17 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40601 > On Wed, Dec 17, 2008 at 1:33 PM, Brandon Van Every wrote: > > 4) build the Settler. The "What should we call our new city?" > dialogue box appears. It contains the garbled string "Perpiny[X]". Additional weirdness: if you try to edit the

Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8

2008-12-17 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40601 > On Wed, Dec 17, 2008 at 4:28 PM, Jordi Negrevernis i Font wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=40601 > > > >I must say that this only happens on Windows GTK2 client... not on > gtk2 linux client... So it's probably

Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8

2008-12-17 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40601 > On Wed, Dec 17, 2008 at 5:42 PM, Madeline Book wrote: > > What I suspect is that when the string is placed into the > entry box, gtk tries to convert it to an encoding other > than utf-8, or chops off the last character resulting > in the in

[Freeciv-Dev] (PR#40611) default.serv sets startunits to cccwwx

2008-12-27 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40611 > default.serv has a hack in it which sets startunits to "cccwwx". This does not match the server's hardwired default value when starting a game of Freeciv from scratch. The hack is supposed to change the startunits back to "correct values,"

Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv

2008-12-30 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=16811 > On Tue, Dec 30, 2008 at 4:44 AM, Kevin Benton wrote: > > My experience is that open source projects benefit from transparency > with users and developers. When it's easy for a wanna-be developer to > look through issue lists, they can often

Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv

2009-01-04 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=16811 > I think this should be in the ticket, so I'm sending it to RT. On Sun, Jan 4, 2009 at 3:47 PM, Kevin Benton wrote: > Brandon J. Van Every wrote: >> >> I don't see any big deal >> with RT because it&#

Re: [Freeciv-Dev] (PR#40637) [Patch] Buoy

2009-01-07 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40637 > On Wed, Jan 7, 2009 at 12:27 PM, Marko Lindqvist wrote: > > - It doesn't detect submarines as it only sees vision layer V_MAIN What a crappy buoy then! I mean, come on, what's a real sonar buoy for... Cheers, Brandon Van Every ___

Re: [Freeciv-Dev] (PR#40637) [Patch] Buoy

2009-01-07 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40637 > On Wed, Jan 7, 2009 at 2:15 PM, Marko Lindqvist wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=40637 > > > 2009/1/7 Brandon J. Van Every: >> I mean, come on, what's a real sonar buoy for... > &

[Freeciv-Dev] (PR#40663) island generator fails for size 2

2009-01-15 Thread Brandon J. Van Every
http://bugs.freeciv.org/Ticket/Display.html?id=40663 > In Freeciv 2.1.8 on Vista in single player mode, the island generator does not work with a map size of 2. It simply switches to the fractal generator without warning. 1) start the civclient.exe 2) select Start New Game 3) type "/set generato

[Freeciv-Dev] [bug #20087] chariot gets free attack moving out of city

2012-08-20 Thread Brandon J. Van Every
URL: Summary: chariot gets free attack moving out of city Project: Freeciv Submitted by: bvanevery Submitted on: Tue 21 Aug 2012 04:46:40 AM GMT Category: general Severity: 3 -

[Freeciv-Dev] [bug #19134] enforce real oceans

2012-08-30 Thread Brandon J. Van Every
Follow-up Comment #6, bug #19134 (project freeciv): The oceans are still too shallow in 2.3.2. With default map settings, a trireme will get you anywhere on the globe. That seriously diminishes the value of researching Navigation. ___ Re

[Freeciv-Dev] [bug #20171] no specials on map after retrying mapseed

2012-09-15 Thread Brandon J. Van Every
URL: Summary: no specials on map after retrying mapseed Project: Freeciv Submitted by: bvanevery Submitted on: Sat 15 Sep 2012 10:27:48 PM GMT Category: general Severity: 3 - No

[Freeciv-Dev] [bug #19134] enforce real oceans

2014-03-05 Thread Brandon J. Van Every
Follow-up Comment #7, bug #19134 (project freeciv): Still true in 2.4.2. Related is I can't get Earth-like continental masses out of the generators. They produce archipelagos. The random ones have a rounder island shape, the fractal one generates more crinkly shapes. But lotsa islands, nonethe

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-03 Thread Brandon J. Van Every
URL: Summary: early cities undefended in civ2civ3 Project: Freeciv Submitted by: bvanevery Submitted on: Thu 04 Sep 2014 03:44:18 AM UTC Category: ai Severity: 4 - Important

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Brandon J. Van Every
Follow-up Comment #10, bug #22567 (project freeciv): No change for civ2civ3 in SVN rev 26253. Victory in 57 turns. Will test the default ruleset. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Brandon J. Van Every
Follow-up Comment #12, bug #22567 (project freeciv): No city defense for default ruleset in SVN rev 26253. After eating 1.5 enemy civs without challenge, I gave up. Only thing slowing me down was not starting on the same continent with all of them. _

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Brandon J. Van Every
Follow-up Comment #13, bug #22567 (project freeciv): I saw that he had committed something to trunk. Where do patches get submitted for testing? ___ Reply to this item at: _

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-07 Thread Brandon J. Van Every
Follow-up Comment #18, bug #22567 (project freeciv): If diagnosis and a fix aren't imminent, would changing the title to "most cities undefended" be helpful? The behavior is not civ2civ3 specific, and most cities are walk-ins for so long that it's not accurate to say they're "early" cities. I do

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-08 Thread Brandon J. Van Every
Follow-up Comment #21, bug #22567 (project freeciv): Civ4 had Jaguar units as the Aztec special unit. It was a warrior that moved 2 spaces instead of 1. Solving the problem by making specific units might be a better approach as far as getting an AI to understand it. Allowing all units to move f

[Freeciv-Dev] [bug #17732] GTK client displays slanted map

2011-02-13 Thread Brandon J. Van Every
URL: Summary: GTK client displays slanted map Project: Freeciv Submitted by: bvanevery Submitted on: Mon 14 Feb 2011 01:32:25 AM GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #17732] GTK client displays slanted map

2011-02-14 Thread Brandon J. Van Every
Follow-up Comment #3, bug #17732 (project freeciv): The defaults on Windows 2.3.0-beta3 are Isometric, not Hexagonal, and Amplio2. The diagonal square outline appears, as well as the NW to SE orientation. The defaults on Windows 2.2.4 are a numerical Map Topology Index of "5" and a plain Amplio

[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-14 Thread Brandon J. Van Every
URL: Summary: migration disbands city Project: Freeciv Submitted by: bvanevery Submitted on: Tue 15 Feb 2011 05:46:11 AM GMT Category: rulesets Severity: 3 - Normal

[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-14 Thread Brandon J. Van Every
Follow-up Comment #1, bug #17740 (project freeciv): And it's doubly annoying when a few turns later, those migrating citizens die of plague in an overpopulated city. What exactly were they migrating for? Better opportunities for finger rot?

[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Brandon J. Van Every
Follow-up Comment #3, bug #17740 (project freeciv): I do not see why mgr_foodneeded would change plague behavior. The option would need to be more like mgr_healthneeded. I could see a city disbanding if it has no resources of interest and no buildings. It does not make sense if the city has va

[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Brandon J. Van Every
Follow-up Comment #5, bug #17740 (project freeciv): And why shouldn't the whole city working area being considered? That is a huge part of what's valuable about a city's location. I don't put cities on oceanfront property just to be cute, I put them there because there are fish and whales.

[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Brandon J. Van Every
Follow-up Comment #7, bug #17740 (project freeciv): I think if the city is building a Settler, it should diminish the desire to migrate. After all, settlement *is* migration. It doesn't have to completely stop migration, as a city could take too long to produce a settler, or a player could be b

[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Brandon J. Van Every
Follow-up Comment #12, bug #17740 (project freeciv): A size 36 city needs food, a supermarket, farmland, and celebration under a democracy. I had another instance this evening of my capital losing pop because of plague, then next turn some idiots migrate to the capitol because they think it's be

[Freeciv-Dev] [bug #17949] Celebration under Despotism doesn't work

2011-03-25 Thread Brandon J. Van Every
URL: Summary: Celebration under Despotism doesn't work Project: Freeciv Submitted by: bvanevery Submitted on: Sat 26 Mar 2011 05:55:04 AM GMT Category: rulesets Severity: 3 - N

[Freeciv-Dev] [bug #17949] Celebration under Despotism doesn't work

2011-03-26 Thread Brandon J. Van Every
Follow-up Comment #3, bug #17949 (project freeciv): The minimum size is not mentioned in the Help and is not part of the definition of celebration. "Cities with three or more citizens celebrate when at least half their citizens are happy and none remain unhappy. The effects of celebration vary d

[Freeciv-Dev] [bug #17949] Celebration under Despotism doesn't work

2011-03-26 Thread Brandon J. Van Every
Follow-up Comment #4, bug #17949 (project freeciv): My apologies, I'm an idiot and can't even read what I quote. Missed that "with three or more citizens clause. I would recommend that that text change "three" to "3" so that the needed quantity is easier to spot. If that number can be read fro

[Freeciv-Dev] [bug #16909] Wish : Attack own units.

2011-03-30 Thread Brandon J. Van Every
Follow-up Comment #1, bug #16909 (project freeciv): Units can be disbanded by selecting "disband" from the Unit menu, or by typing SHIFT+D. Inside the city pullup screen, when the player clicks on a unit, a menu appears and the "disband" option is clearly visible. Disbanding units is not docume

[Freeciv-Dev] [bug #16548] German ruler suggestion inappropriate

2011-03-30 Thread Brandon J. Van Every
Follow-up Comment #4, bug #16548 (project freeciv): Personally I'm offended by people who try to erase history as though it didn't happen. Adolph Hitler, Joseph Stalin, Ghengis Khan, the Aztecs, etc. should be remembered for how evil and bloodthirsty they were. If playing Freeciv causes someone

[Freeciv-Dev] [bug #16349] Unrealistic and boring nuclear combat

2011-03-30 Thread Brandon J. Van Every
Follow-up Comment #1, bug #16349 (project freeciv): I like this idea. I don't know if the patch was taken. ___ Reply to this item at: ___ Message sent via/by

[Freeciv-Dev] [bug #17969] AI does not keep cities garrisoned

2011-03-30 Thread Brandon J. Van Every
URL: Summary: AI does not keep cities garrisoned Project: Freeciv Submitted by: bvanevery Submitted on: Wed 30 Mar 2011 08:43:34 PM GMT Category: ai Severity: 3 - Normal

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-03-30 Thread Brandon J. Van Every
URL: Summary: queued attack executes before next player's turn begins Project: Freeciv Submitted by: bvanevery Submitted on: Wed 30 Mar 2011 08:56:20 PM GMT Category: general S

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-03-31 Thread Brandon J. Van Every
Follow-up Comment #2, bug #17970 (project freeciv): Those settings don't help a single player game at all. Very easy to trounce the AI when this exploit is known. ___ Reply to this item at: __

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-04-02 Thread Brandon J. Van Every
Follow-up Comment #4, bug #17970 (project freeciv): I will try PLAYER for single player, but I have my doubts that it'll have any effect. The default is "ALL - all players move concurrently." However, the human player *always* moves before the AI with a queued attack. That's not current; that'

[Freeciv-Dev] [bug #17986] allied victory may not happen

2011-04-02 Thread Brandon J. Van Every
URL: Summary: allied victory may not happen Project: Freeciv Submitted by: bvanevery Submitted on: Sun 03 Apr 2011 03:21:20 AM GMT Category: general Severity: 3 - Normal

[Freeciv-Dev] [bug #17990] can see inside of lost city

2011-04-03 Thread Brandon J. Van Every
URL: Summary: can see inside of lost city Project: Freeciv Submitted by: bvanevery Submitted on: Sun 03 Apr 2011 02:10:12 PM GMT Category: general Severity: 3 - Normal

[Freeciv-Dev] [bug #17990] can see inside of lost city

2011-04-03 Thread Brandon J. Van Every
Follow-up Comment #1, bug #17990 (project freeciv): Eventually the city of Carnot did not let me view it anymore. I don't know when it changed. See the 2nd attached saved game. (file #12781) ___ Additional Item Attachment: File name: s

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-04-06 Thread Brandon J. Van Every
Follow-up Comment #7, bug #17970 (project freeciv): Having an "end turn phase" and a "begin turn phase" makes sense to me, but the shuffling bug still needs to be addressed. The comments regarding http://gna.org/bugs/?16387 claim that player order is shuffled. On my Windows Vista system, with o

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-04-09 Thread Brandon J. Van Every
Follow-up Comment #8, bug #17970 (project freeciv): I now have beta4 on Windows. I have seen an AI Worker run away before I could launch a queued attack. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #18054] some way to delete saved files is needed

2011-04-22 Thread Brandon J. Van Every
Follow-up Comment #7, bug #18054 (project freeciv): What version of Freeciv are you playing? Both the client and the server. ___ Reply to this item at: ___ Me

[Freeciv-Dev] [bug #18043] Initial units do not die when all the cities are captured

2011-04-27 Thread Brandon J. Van Every
Follow-up Comment #2, bug #18043 (project freeciv): This is not a bug and should be closed. A player or AI is not dead until all support-free units are dead. As long as the player is alive, the player can influence politics. A human player may give another human player a city, so that they can

[Freeciv-Dev] [bug #17969] AI does not keep cities garrisoned

2011-04-27 Thread Brandon J. Van Every
Follow-up Comment #1, bug #17969 (project freeciv): In 2.3.0-beta4 the garrisoning is better, but sometimes when an AI is under heavy assault (my Frigates vs. his Phalanxes), the AI inexplicably abandons cities and allows for a complete walk-in. This doesn't typically save the lives of the units

[Freeciv-Dev] [bug #17990] can see inside of lost city

2011-05-02 Thread Brandon J. Van Every
Follow-up Comment #7, bug #17990 (project freeciv): The bug is present in 2.3.0-beta4. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org

[Freeciv-Dev] [bug #19134] enforce real oceans

2011-12-07 Thread Brandon J. Van Every
URL: Summary: enforce real oceans Project: Freeciv Submitted by: bvanevery Submitted on: Wed 07 Dec 2011 06:00:56 PM GMT Category: general Severity: 1 - Wish Pr

[Freeciv-Dev] [bug #19134] enforce real oceans

2011-12-07 Thread Brandon J. Van Every
Follow-up Comment #2, bug #19134 (project freeciv): I looked at the sources. I must confess I don't understand how ocean_depth is used by the generator. Can you summarize? ___ Reply to this item at:

[Freeciv-Dev] [bug #19134] enforce real oceans

2011-12-07 Thread Brandon J. Van Every
Follow-up Comment #5, bug #19134 (project freeciv): Before worrying about making everyone "happy," we should be clear on what people complained about, and ask whether those complaints were / are still valid. 1) I remember the "no shallow water" problem. It made the game somewhat tactically inte

[Freeciv-Dev] [bug #14775] The server appears to have gotten into an infinite loop in the allocation of starting positions.

2011-12-20 Thread Brandon J. Van Every
Follow-up Comment #8, bug #14775 (project freeciv): This is particularly exacerbated when selecting mapsize="Tiles per player" (PLAYER). For instance when selecting aifill=20, tilesperplayer=100, startpos="Depending on size of continents" (VARIABLE), generator="Pseudo-fractal height" (FRACTAL),

[Freeciv-Dev] [bug #19829] no sound

2012-06-18 Thread Brandon J. Van Every
URL: Summary: no sound Project: Freeciv Submitted by: bvanevery Submitted on: Tue 19 Jun 2012 02:21:00 AM GMT Category: client-gtk-2.0 Severity: 4 - Important Pr

[Freeciv-Dev] [bug #19829] no sound

2012-06-18 Thread Brandon J. Van Every
Follow-up Comment #1, bug #19829 (project freeciv): Um NOW it gives me sound, making me feel stupid for filing this. But I swear that client options didn't fix anything, so maybe there is a bug here. Will research further. ___ Reply to t