[Freeciv-Dev] [bug #16339] The Allies Only button

2010-08-02 Thread m

Follow-up Comment #2, bug #16339 (project freeciv):

+  Send to Allies Only : Send to Everyone);

I always find labels like this ambiguous. Does it mean that Send to Allies
Only is enabled, or will be enabled after i press a button with this label?

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[Freeciv-Dev] [patch #1794] unify check for ai functions

2010-08-02 Thread Marko Lindqvist

Update of patch #1794 (project freeciv):

 Assigned to: syntron = cazfi  

___

Follow-up Comment #3:

 I had in mind macro CALL_AI_FUNC() that would both check
 existence of the function and call it.

 That was also my first idea. But then all functions must follow
 an identical typedef, or?

No. It should be possible with variable arguments. I'll give it a try.


(btw. What are our current standards about assigning own patches to self? I
noticed that you had taken this one already)

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[Freeciv-Dev] [patch #1793] call_incident() never fallbacks to violators function

2010-08-02 Thread Marko Lindqvist

Update of patch #1793 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #1792] Move ai function pointer setting to ai code

2010-08-02 Thread Marko Lindqvist

Follow-up Comment #6, patch #1792 (project freeciv):

 I guess the prefix fcai should be fc_ai, according to the most
 functions using this prefix.

Ok, though most other functions with such a name belong to utility, and this
one refers to ai module name.

(file #9662)
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Additional Item Attachment:

File name: DefaultAiInit_1792-3.diff  Size:5 KB


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[Freeciv-Dev] [bug #16206] Impossible to play on-line with the new interface

2010-08-02 Thread pepeto

Follow-up Comment #12, bug #16206 (project freeciv):

That was actually what I tried to explain.

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[Freeciv-Dev] [patch #1778] [interface][ai] define the ai via the new interface

2010-08-02 Thread Marko Lindqvist

Follow-up Comment #5, patch #1778 (project freeciv):

 save the AI type of the player in the savefile (only for version
 2)

I'm going to add identification string for ai types (current one would be
default). This string should be what gets saved.

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[Freeciv-Dev] [patch #1797] Move amortize() to advtools.c

2010-08-02 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1797

 Summary: Move amortize() to advtools.c
 Project: Freeciv
Submitted by: cazfi
Submitted on: Monday 08/02/2010 at 12:03
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

This patch adds new files advtools.[ch] and initially populates them with
amortize().



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File Attachments:


---
Date: Monday 08/02/2010 at 12:03  Name: AmortizeMove.diff  Size: 7kB   By:
cazfi

http://gna.org/patch/download.php?file_id=9663

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[Freeciv-Dev] [bug #16348] Observing immediately crashes gtk2 client

2010-08-02 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?16348

 Summary: Observing immediately crashes gtk2 client
 Project: Freeciv
Submitted by: cazfi
Submitted on: Monday 08/02/2010 at 15:17
Category: None
Severity: 5 - Blocker
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: TRUNK r17637
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

1. Start client
2. Start New Game
3. Type /observe to chat window

Client crashes

Maybe related thing is that selecting player from the pregame list and left
clicking crashes as well.




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[Freeciv-Dev] [patch #1798] No AI function pointers to advisor functions

2010-08-02 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1798

 Summary: No AI function pointers to advisor functions
 Project: Freeciv
Submitted by: cazfi
Submitted on: Monday 08/02/2010 at 15:32
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

Do not access advisor functions through ai function pointers.

1. Those functions have to be available always, not only when there is some
ai type associated to player
2. This makes it possible to unify calling ai functions through pointers.
There can (and basically must) always be check that player really is AI
controlled.



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File Attachments:


---
Date: Monday 08/02/2010 at 15:32  Name: AiFuncsToAiOnly.diff  Size: 6kB   By:
cazfi

http://gna.org/patch/download.php?file_id=9664

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[Freeciv-Dev] [patch #1798] No AI function pointers to advisor functions

2010-08-02 Thread Marko Lindqvist

Update of patch #1798 (project freeciv):

  Depends on: = patch #1792


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[Freeciv-Dev] [patch #1794] unify check for ai functions

2010-08-02 Thread Marko Lindqvist

Update of patch #1794 (project freeciv):

  Depends on: = patch #1798


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[Freeciv-Dev] [patch #1794] CALL_AI_FUNC macro

2010-08-02 Thread Marko Lindqvist

Update of patch #1794 (project freeciv):

 Summary: unify check for ai functions = CALL_AI_FUNC macro 
   


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[Freeciv-Dev] [patch #1756] Rename civmanual as freeciv-manual

2010-08-02 Thread Marko Lindqvist

Update of patch #1756 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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

2010-08-02 Thread Kazeev Nikita

URL:
  http://gna.org/bugs/?16349

 Summary: Unrealistic and boring nuclear combat
 Project: Freeciv
Submitted by: kazeevn
Submitted on: Понедельник 02.08.2010 at 14:08
Category: general
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 17608
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Default nuclear combat is significantly different from real:
 - no city improvements are destroyed
 - no terraforming occur (even forests are not burnt).
That makes a nuclear war far less terrific, then it should be.
So here, in the patch, small and big nukes are introduced.
 - small nuke. The same cruise missile with warhead. Destroys
   target in one hit, produces a square of fallout, harms 
   population a bit.
 - big nuke. 3x3 terraforming to warmer_dryer, city
   improvements destruction, severe population loses.

Code for default Nuclear unit is left almost intact, new units must be
introduced through rulesets.



___

File Attachments:


---
Date: Понедельник 02.08.2010 at 14:08  Name: nuke_patch.svn.diff 
Size: 17kB   By: kazeevn

http://gna.org/bugs/download.php?file_id=9665

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[Freeciv-Dev] [patch #1794] CALL_AI_FUNC macro

2010-08-02 Thread Marko Lindqvist

Additional Item Attachment, patch #1794 (project freeciv):

File name: CallAiFunc_1794.diff   Size:9 KB


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[Freeciv-Dev] [patch #1794] CALL_AI_FUNC macro

2010-08-02 Thread Marko Lindqvist

Update of patch #1794 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #1799] Rename data_[init |default|close] as player_[alloc|init|clo se] in AI interface

2010-08-02 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1799

 Summary: Rename data_[init|default|close] as
player_[alloc|init|close] in AI interface
 Project: Freeciv
Submitted by: cazfi
Submitted on: Monday 08/02/2010 at 17:36
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

Current AI implementation creates objects named ai_data when new player is
added and AI interface has accordingly named function pointers.
This makes no sense for generic case where AI implementation wants to do
something else when new player is created. Attached patch adjust interface
for generic case

data_init - player_alloc
data_default - player_init
data_close - player_close




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File Attachments:


---
Date: Monday 08/02/2010 at 17:36  Name: RenameDataInitAsPlayerInit.diff 
Size: 3kB   By: cazfi

http://gna.org/patch/download.php?file_id=9667

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[Freeciv-Dev] [patch #1799] Rename data_[init |default|close] as player_[alloc|init|clo se] in AI interface

2010-08-02 Thread Marko Lindqvist

Update of patch #1799 (project freeciv):

  Depends on: = patch #1794


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[Freeciv-Dev] [patch #1800] Move AI city building code from autosettlers.c to aisettler.c

2010-08-02 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1800

 Summary: Move AI city building code from autosettlers.c to
aisettler.c
 Project: Freeciv
Submitted by: cazfi
Submitted on: Monday 08/02/2010 at 18:00
Category: ai
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:





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File Attachments:


---
Date: Monday 08/02/2010 at 18:00  Name: CityBuildingAi.diff.bz2  Size: 5kB  
By: cazfi

http://gna.org/patch/download.php?file_id=9668

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[Freeciv-Dev] [patch #1800] Move AI city building code from autosettlers.c to aisettler.c

2010-08-02 Thread Marko Lindqvist

Update of patch #1800 (project freeciv):

  Depends on: = patch #1799


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[Freeciv-Dev] [patch #1800] Move AI city building code from autosettlers.c to aisettler.c

2010-08-02 Thread Marko Lindqvist

Update of patch #1800 (project freeciv):

  Depends on: = patch #1797


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[Freeciv-Dev] [patch #1801] Call ai_data_analyze_rulesets through AI function pointer interface

2010-08-02 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1801

 Summary: Call ai_data_analyze_rulesets through AI function
pointer interface
 Project: Freeciv
Submitted by: cazfi
Submitted on: Monday 08/02/2010 at 18:22
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:





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File Attachments:


---
Date: Monday 08/02/2010 at 18:22  Name: AnalyzeRulesets2AiInterface.diff 
Size: 1kB   By: cazfi

http://gna.org/patch/download.php?file_id=9669

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[Freeciv-Dev] [patch #1801] Call ai_data_analyze_rulesets through AI function pointer interface

2010-08-02 Thread Marko Lindqvist

Update of patch #1801 (project freeciv):

  Depends on: = patch #1794


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[Freeciv-Dev] [patch #1802] Move ai/ailog.[ch] as server/srv_log.[ch]

2010-08-02 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1802

 Summary: Move ai/ailog.[ch] as server/srv_log.[ch]
 Project: Freeciv
Submitted by: cazfi
Submitted on: Monday 08/02/2010 at 18:43
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

Files should be moved (or 'svn mv'd when committing this) before applying the
patch.



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File Attachments:


---
Date: Monday 08/02/2010 at 18:43  Name: SrvLog.diff  Size: 12kB   By: cazfi

http://gna.org/patch/download.php?file_id=9670

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[Freeciv-Dev] [patch #1802] Move ai/ailog.[ch] as server/srv_log.[ch]

2010-08-02 Thread Marko Lindqvist

Update of patch #1802 (project freeciv):

  Depends on: = patch #1800


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[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)

2010-08-02 Thread anonymous

URL:
  http://gna.org/patch/?1803

 Summary: Tool: Map Importer (from Civ4 to Freeciv)
 Project: Freeciv
Submitted by: None
Submitted on: lunes 02/08/10 at 17:49 CEST
Category: editor
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: dfer...@terra.es
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

=== 
Freeciv Map Importer (from Civ4 to Freeciv) - released v0.1
=== 

I have finally coded in java this tool I was talking about, and I added a
simple UI, to create fully functional Freeciv scenarios for V2.2, imported
from Civ4 Maps.

From the Readme:
[quote]General Information
===
This tool converts Civ4 maps to Freeciv playable scenarios.

Usage
-
1- Select a Civ4 Map File, to import the terrain types and starting
possitions.
There are 4 options to import the Rivers (from tile joints, to center of
tiles): NW, NE, SW, SE.

2- Select a Freeciv scenario, to import the Freeciv scenario options.
You may customize the Name and Description of the scenario.

3- Save As with the desired name, and .sav extension.
If you copy the resultant file to the folder Freeciv\data\scenario\, you
will see it in game.


Installation

Unzip to a directory.
You need a 'Java JRE', http://java.sun.com or clone.
Make sure the java JRE is in your path environment

Running
---
In a command window, execute:
java -jar MapImporter.jar 

Alternatively
-
Windows users: Execute MapImporter.bat
Linux users: Run shell script MapImporter[/quote]

I suggest to test the Importer with these Earth Maps:
(Search the files with extension .CivBeyondSwordWBSave, and use the default
River alignment to N-E in the MapImporter)

1) Giant Earth Map by Genghis_Kai 210x90:
http://forums.civfanatics.com/downloads.php?do=fileid=7790

2)  Earth Map by Rhye 124x68:
http://forums.civfanatics.com/downloads.php?do=fileid=175



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File Attachments:


---
Date: lunes 02/08/10 at 17:49 CEST  Name: FreecivMapImporter-0.1.zip  Size:
23kB   By: None

http://gna.org/patch/download.php?file_id=9671

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[Freeciv-Dev] [bug #16348] Observing immediately crashes gtk2 client

2010-08-02 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #16348 (project freeciv):

 1. Start client 
 2. Start New Game 
 3. Type /observe to chat window 

Fixed by 0002-fix-observer.patch; the pointers to the player struct there not
set to NULL at the time the player was freed.

 Maybe related thing is that selecting player from the pregame
 list and left clicking crashes as well.

This is related to player names pointers.
0001-fix-client-crash-due-to-undefined-team-names.patch0015-fix-use-of-null-pointer-in-pages.c.patch
fixes the crash. It does not restores the old behaviour. Not all team names
are listed in the selection menu.

(file #9672, file #9673)
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Additional Item Attachment:

File name: 0001-fix-client-crash-due-to-undefined-team-names.patch Size:1 KB
File name: 0002-fix-observer.patchSize:0 KB


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[Freeciv-Dev] [patch #1794] CALL_AI_FUNC macro

2010-08-02 Thread Matthias Pfafferodt

Follow-up Comment #4, patch #1794 (project freeciv):

 No. It should be possible with variable arguments. I'll give
 it a try. 

This will not work for 

enum unit_move_result (*auto_explorer)(struct unit *punit);

but this function will be moved to advisor, or?

 (btw. What are our current standards about assigning own
 patches to self? I noticed that you had taken this one
 already)

I did take my own patches to get an overview about them and after some time
started to apply them myself. It was wrong as some checking of the patches
was missing (especially the client side); I will stop.

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[Freeciv-Dev] [patch #1801] Call ai_data_analyze_rulesets through AI function pointer interface

2010-08-02 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1801 (project freeciv):

have a look at patch #1785 (for this one see patch #1789)

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[Freeciv-Dev] Holiday

2010-08-02 Thread Matthias Pfafferodt
I will be on holiday for the next weeks. Feel free to take over, close, apply 
(the best possibility!) or do thatever you like with any patch from me or 
assigned to me (syntron). I hope I did not create that many bugs by applying 
the new savegame format, the increase map size and the player pointer patches 
with the changes to the team handling (teams as pointers; team names as 
pointers).

If you have time to review some patches, the dynamic bitvector patch series 
(https://gna.org/patch/?1775) waits to be applied. Especially the changes in 
patch #1773: '[dbv][interface] remove tile:tile_seen' 
(https://gna.org/patch/?1773) affect important code of the client and the 
server. With this patch the memory requirement of the freeciv server is back 
to the values before the increase of the possible map size and the number of 
players (see https://gna.org/patch/?1732). But it is still higher than for 
S2_2 or even older versions.

I will send a second email with some notes about the AI.

Good cooding!

Matthias
-- 
Matthias Pfafferodt - http://www.mapfa.de
Matthias.Pfafferodt at mapfa.de

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[Freeciv-Dev] AI

2010-08-02 Thread Matthias Pfafferodt
At the moment the AI code is touched again. As I also started to look into 
this code, I do have some notes/thoughts. I post this here for discussion:

* Marko Lindqvist is doing at the moment a separation of the advisor code from 
the AI code. At the end, the AI should be a separate library which is only 
accessed via function pointers. This requires that no header file from ./ai/ 
is included by the server but the definition of the AI(s) (at the moment only 
defaultai.h) (patch #1709).

* Some ai data is saved for players, (units) and cities. This code should only 
be handled by the AI. Thus, the AI needs to read/write the corresponding 
parts of the savefile (patch #1784 and patch #1786). If a player is 
controlled by a human, this data should not be used? (= NULL?).

* Perhaps, this will result in some data, which is only needed by the 
advisor(s). I think, that these data blocks should be saved in 
player-advisor, unit-advisor or city-advisor.

* Can the static definition of the citymap in citymap.c be removed? At the 
moment it is reused for each player. This means that only one player/AI can 
use it at one time. Create and store it in player-advisor-citymap and 
destroy it if it is not needed anymore?

It could also be moved into player-server-citymap or even 
player-ai_data-citymap as only the autosettler code and the AI uses it. 
(Note: the include of citymap.h in srv_main.c is not needed.)

* aisettler.c uses a cachemap. Perhaps this can be replaced by the tile_cache 
defined in city.c?

* Merge all AI functions which analyze the ruleset (data_analyze_rulesets(), 
update_simple_ai_types()). Call them once per AI (or, if needed, per AI and 
player).

Open for discussion ;-)

-- 
Matthias Pfafferodt - http://www.mapfa.de
Matthias.Pfafferodt at mapfa.de

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[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)

2010-08-02 Thread kinetic

Follow-up Comment #1, patch #1803 (project freeciv):

I tested this. It doesn't compress or decompress the freeciv scenario, so you
have to decompress a scenario first to properly import the settings. It also
always wraps the world E-W, even if you use the Europe scenario as the base.
This means that non-wrapping scenario maps aren't compatible. Also, it
creates a crazy amount of rivers, I didn't test all the different river
settings, but the majority of tiles on the earth maps have rivers on them
with the default (NE) setting.

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[Freeciv-Dev] [bug #13620] [Wishlist] Gfx layer about native tiles

2010-08-02 Thread Daniel Markstedt

Update of bug #13620 (project freeciv):

 Summary: [Wichlist] Gfx layer about native tiles =
[Wishlist] Gfx layer about native tiles


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[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)

2010-08-02 Thread David Fernandez

Follow-up Comment #2, patch #1803 (project freeciv):

True. I didn't know how to add gzip capabilities to my program, I'll try to
add it for future versions if people interested.
At least, I have verified that non-compressed scenarios do work in Freeciv,
so compression is only an improvement.

Wrap: I forgot to import the [map] options from the Freeciv scenario, I'll
release v0.2 when I fix it.

Rivers: in Civ4 if you place rivers in adjacent tiles, you can decide which
rivers will be shown connected and which not. That is why Civ4 scenarios
include much more tiles with rivers. If you'd import an scenario with less
rivers, I guess it would appear better in Freeciv. However, I like those map
full of rivers, I even see them more realistic.
It is only a visual issue, same than when you see mountains in adjacent tiles
joined to each other, instead of seing mountain ranges. It is good enough for
me.

The option S-W simply would move all the rivers 1 tile to South and 1 tile to
the West compared to N-E. It also affects the capability of some rivers to
reach the sea that is imo the main problem of the conversion from civ4 to
freeciv.

Thank you for your tests and comments.

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