Re: [Freeciv-Dev] (PR#39342) 2.1.0-beta4 border vs. fog of war

2007-04-20 Thread Per I. Mathisen

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39342 

On Fri, 13 Apr 2007, Jason Short wrote:
 Not drawing borders under FOW is an interesting solution.  If someone
 will make a patch for it we can test it out and see if it's playable.

Given how much FoW you usually have, this will make your real borders 
really hard to visualize and plan with respect to.

I do not really see a good and simple fix to this issue. We need to change 
the way either borders or the problematic map updates are done to make 
them consistent with each other.

   - Per

If you can assume anything then you can prove anything.



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Re: [Freeciv-Dev] (PR#39323) bad border configuration

2007-04-20 Thread Per I. Mathisen

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39323 

On 4/4/07, Jason Dorje Short [EMAIL PROTECTED] wrote:
 Here's a shot from later in the game.  The city of Kobe is the original
 source of the borders; the others were added later.  You can see the
 'bad' ocean tile is closer to Kobe than the adjacent land tiles.  If it
 were a land tile there would be no problem I guess - but since it's an
 ocean tile that 'counts' as a land tile for border checking, it looks bad.

I am not entirely sure what you think is mistaken here. Should the
whale tile fall under borders, is that it? The current rules for ocean
tiles and borders are:

  a) it is an inland lake not larger than MAXIMUM_OCEAN_SIZE
  b) it is adjacent to only one continent and not more than two ocean tiles
  c) It is one tile away from a city
  The source which claims the ocean has to be placed on the correct continent.
  in case a) The continent which surrounds the inland lake
  in case b) The only continent which is adjacent to the tile

The whale tile has more than two adjacent ocean tiles, as far as I can
tell. We could relax the one continent condition if the same player
owns the tiles on the far shore, I guess.

  - Per



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[Freeciv-Dev] (PR#39349) Another bugwad (bribing, irrigation, goto, ships, tech, courthouse, peace)

2007-04-20 Thread Nathan Currier

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39349 

version: 2.0.9-beta3-gtk2
installed from: Freeciv-2.0.9-win32-gtk2-setup
downloaded from: Freeciv.org http://freeciv.org/ on 2/16/2007
operating system: Windows XP

Unable to bribe units (says diplomat had failed move).

If city square is changed to arable land after the city is built, it
gets effects of irrigation.  This is apparent from the amount of food it
produces.  However, the irrigation does not appear on the map and is not
visible to workers in the city.  If they are ordered to irrigate the city
square, they will remain in I mode forever unless you click on them.

Goto leaves the old proposed route on the screen if you move the cursor
barely into the black and then back into known territory.

Goto does not allow a caravan to enter another player's city directly from a
ship, even though this is possible.
Goto should not send units through ships if there is an equally fast land
route.

Ships near cities keep their + sign even after stacked units have left.

Goto should not attack units at the final destination square if the unit was
not visible when goto was activated (it sucks to lose a caravel full of
caravans this way).  Using is also unfair against the AI, especially when
attacking.  Goto effectively allows humans to take two moves in a single AI
turn.  Therefore, goto orders should be applied AFTER everyone else has
moved.  This would put goto its proper role as a timesaver only, with no
tactical advantage.

In Civ II, Genetic Engineering had Chemistry and Corporation as its
prerequisites.  The Freeciv tech tree shows the Medicine and Corporation as
the prerequisites.

Courthouse can lose its happiness effect because of the order in which
effects are applied.  For example, consider a size 3 city with all unhappy
citizens as its base state.  There is also Michelangelo's Chapel, which
functions as a cathedral.  Courthouse is applied before cathedral, so the
end result is all content citizens.  If courthouse were applied after
cathedral, the end result would be one happy and two content citizens.
Throw in Hanging Gardens and Theology and it makes a huge difference,
because the courthouse would allow cities to raputre up to size 5 without
any luxuries.  At size 5 and above, entertainers can provide the luxuries
(if there is enough food).  Likewise, Hanging Gardens and Cure for Cancer
should apply
their effects after J.S. Bach's Cathedral and Shakespeare's Theatre.

Game balancing:  Democracy is too powerful.  How about signing cease-fires
and peace treaties when any other player wants them, and require a
revolution in order to declare war?  Civ II was this way.  Even better would
be if you were not allowed to declare war during anarchy (since your country
is too busy with its own problems).

version: 2.0.9-beta3-gtk2installed from: Freeciv-2.0.9-win32-gtk2-setupdownloaded from: Freeciv.org on 2/16/2007
operating system: Windows XP
Unable to bribe units (says diplomat had failed move).
If city square is changed to arable land after the city is built, it getseffects ofirrigation. This is apparent from the amount of food it produces. However, the irrigation does not appear on the map and is not visible to workers in the city. If they are ordered to irrigate the city square, they will remain in I mode forever unless you click on them. 

Goto leaves the old proposed route on the screen if you move the cursor barely into the black and then back into known territory.
Goto does not allow a caravan to enter another players city directly from a ship, even though this is possible.
Goto should not send units through ships if there is an equally fast land route. 

Ships near cities keep their + sign even after stacked units have left.
Goto should not attack units at the final destination square if the unit was not visible when goto was activated (it sucks to lose a caravel full of caravans this way). Using is also unfair against the AI, especially when attacking. Goto effectively allows humans to take two moves in a single AI turn. Therefore, goto orders should be applied AFTER everyone else has moved. This would put goto its proper role as a timesaver only, with no tactical advantage. 

In Civ II, Genetic Engineering had Chemistry and Corporation as its prerequisites. The Freeciv tech tree shows the Medicine and Corporation as the prerequisites.
Courthouse can lose its happiness effect because of the order in which effects are applied. For example, consider a size 3 city with all unhappy citizens as its base state. There is also Michelangelos Chapel, which functions as a cathedral. Courthouse is applied before cathedral, so the end result is all content citizens. If courthouse were applied after cathedral, the end result would be one happy and two content citizens. Throw in Hanging Gardens and Theology and it makes a huge difference, because the courthouse would allow cities to raputre up to size 5 without any luxuries. At size 5 and above, 

[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-04-20 Thread Guest

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39331 

 
 Are you dure you are playing on hard? I can never get the AI to 
exchange
 tech, even if I offer all my techs in exchange. The bug for me is that
 you can't get any reason for why the computer isn't accetping your 
deal.
 
Yes, the chat screen shows the AIs as hard when I load a game.

I'm assuming you established embassies with the AIs?  If you didn't, it 
will grey out their tech selecton at the negotiating table.  If you did
establish embassies but always got thumbs down, then you found a bug.

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