[Freeciv-Dev] [patch #1825] AI City interface improvements
Update of patch #1825 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1825 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1833] Better download control file format
Update of patch #1833 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1833 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1839] Increase size of URL entry field
Update of patch #1839 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1839 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16263] Scrolled overview map for large maps
Update of bug #16263 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16263 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16380] Generated files are not deleted by 'make distclean'
Update of bug #16380 (project freeciv): Status: Ready For Test = None ___ Reply to this item at: http://gna.org/bugs/?16380 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16308] Great Wall protects wrong units
Follow-up Comment #2, bug #16308 (project freeciv): See also bug #16080. ___ Reply to this item at: http://gna.org/bugs/?16308 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16080] The Great Wall affects all units regardless of whether they're inside cities
Follow-up Comment #10, bug #16080 (project freeciv): Please, see also bug #16308. ___ Reply to this item at: http://gna.org/bugs/?16080 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup
Follow-up Comment #1, patch #1831 (project freeciv): * Temporary workaround: always allocate default ai related unit data since advisors depend on it. (file #9796) ___ Additional Item Attachment: File name: UnitAII_1831-2.diffSize:3 KB ___ Reply to this item at: http://gna.org/patch/?1831 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16409] unit-ai memory corruption
URL: http://gna.org/bugs/?16409 Summary: unit-ai memory corruption Project: Freeciv Submitted by: cazfi Submitted on: Thursday 08/12/2010 at 13:23 Category: general Severity: 3 - Normal Priority: 1 - Later Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: I'm testing a patch that removes field ai_role from the beginning of the unit_ai structure. With that patch, server crashes because variable cur_pos contains junk when it should be first used (and still be NULL). It's unlikely that this is caused be the patch I'm testing, as same patch but with dummy variable of the size ai_role inserted in the beginning of the structure doesn't crash - presumable then just less critical field gets filled with junk. ___ Reply to this item at: http://gna.org/bugs/?16409 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16409] unit-ai memory corruption
Follow-up Comment #1, bug #16409 (project freeciv): Now I cannot reproduce at all any more, after some rebuilds. Maybe some object file was just not properly rebuilt when I adjusted the structure. ___ Reply to this item at: http://gna.org/bugs/?16409 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1847] Store advisors related unit data separately from ai data
URL: http://gna.org/patch/?1847 Summary: Store advisors related unit data separately from ai data Project: Freeciv Submitted by: cazfi Submitted on: Thursday 08/12/2010 at 13:42 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 splits from ai_unit structure new structure adv_unit for advisors related data (data that is needed even when player is not ai) Similar thing for cities is in patch #1826 ___ File Attachments: --- Date: Thursday 08/12/2010 at 13:42 Name: UnitAdv.diff Size: 20kB By: cazfi http://gna.org/patch/download.php?file_id=9798 ___ Reply to this item at: http://gna.org/patch/?1847 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1847] Store advisors related unit data separately from ai data
Update of patch #1847 (project freeciv): Depends on: = patch #1835 ___ Reply to this item at: http://gna.org/patch/?1847 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset
URL: http://gna.org/bugs/?16410 Summary: nations.ruleset is ignored in a custom ruleset Project: Freeciv Submitted by: handuman Submitted on: Thursday 08/12/10 at 10:52 Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: When loading a custom ruleset the freeciv-server will not read the nations.ruleset file in the custom ruleset's folder but the one in the default folder. Furthermore, when processing the nation.ruleset files, it refers to other .ruleset files in the default ruleset instead of the custom one. I... created a copy of the default ruleset naming it myDefault, added a new building (Hospital) in myDefault/buildings.ruleset, edited nations/aborigines.ruleset adding 'init_buildings=Hospital', started the server with myDefault and got: freeciv-server -r mydefault This is the server for Freeciv version 2.2.2 You can learn a lot about Freeciv at http://www.freeciv.org/ 2: Loading rulesets 0: data/default/nations.ruleset nation_aborigines.init_buildings (0): couldn't match Hospital. I then added the Hospital also in default/buildings.ruleset and started the server again with myDefault: C:\JHA\Games\Freeciv\Freeciv-2.2.2-gtk2freeciv-server -r mydefault This is the server for Freeciv version 2.2.2 You can learn a lot about Freeciv at http://www.freeciv.org/ 2: Loading rulesets 2: AI*1 has been added as Easy level AI-controlled player. 2: AI*2 has been added as Easy level AI-controlled player. 2: AI*3 has been added as Easy level AI-controlled player. 2: AI*4 has been added as Easy level AI-controlled player. 2: AI*5 has been added as Easy level AI-controlled player. 2: Loading script file: data/mydefault.serv Ruleset directory set to myDefault 2: Loading rulesets Value out of range (minimum: 0, maximum: 3). 2: Now accepting new client connections. So, it loads OK if the building is found in the default ruleset. (Value out of range is for 'set borders 4' which is like that in the default.serv that I copied to myDefault.serv) After this I removed the Hospital from the default ruleset and commented out aborigines.ruleset from myDefault/nations.ruleset and it still loaded the aborigines (got exactly the same result as the first one above). (And yes, the myDefault.serv contains a line saying rulesetdir myDefault) ___ Reply to this item at: http://gna.org/bugs/?16410 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset
Follow-up Comment #1, bug #16410 (project freeciv): Can you send your ruleset for reproducing this? ___ Reply to this item at: http://gna.org/bugs/?16410 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset
Update of bug #16410 (project freeciv): Assigned to:None = cazfi ___ Reply to this item at: http://gna.org/bugs/?16410 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1848] Attach data for each ai type to unit structure
URL: http://gna.org/patch/?1848 Summary: Attach data for each ai type to unit structure Project: Freeciv Submitted by: cazfi Submitted on: Thursday 08/12/2010 at 15:04 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: Unit has one void ai data pointer for each ai type instead of old single unit_ai pointer. AI gets its data via new unit_ai_data(unit, ai_type) function. Similar thing for cities is in patch #1835 ___ File Attachments: --- Date: Thursday 08/12/2010 at 15:04 Name: MultiAiUnitData.diff.bz2 Size: 9kB By: cazfi http://gna.org/patch/download.php?file_id=9799 ___ Reply to this item at: http://gna.org/patch/?1848 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1848] Attach data for each ai type to unit structure
Update of patch #1848 (project freeciv): Depends on: = patch #1847 ___ Reply to this item at: http://gna.org/patch/?1848 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1837] Meta data for multiplayer ruleset
Update of patch #1837 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1837 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1834] Define number of ai types as FC_AI_LAST
Update of patch #1834 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1834 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1849] Allow only one modpack to download at a time
URL: http://gna.org/patch/?1849 Summary: Allow only one modpack to download at a time Project: Freeciv Submitted by: cazfi Submitted on: Thursday 08/12/2010 at 17:30 Category: module installer 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: UI is not designed for downloading multiple modpacks simultaneously, and it's probably user mistake (hit enter twice) if it's attempted. Attached patch makes it impossible to have more than one download going on at once. ___ File Attachments: --- Date: Thursday 08/12/2010 at 17:30 Name: SingleDownload.diff Size: 1004B By: cazfi http://gna.org/patch/download.php?file_id=9800 ___ Reply to this item at: http://gna.org/patch/?1849 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1849] Allow only one modpack to download at a time
Update of patch #1849 (project freeciv): Depends on: = patch #1843 ___ Reply to this item at: http://gna.org/patch/?1849 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16411] Global warming nuclear winter may change a tile multiple times
URL: http://gna.org/bugs/?16411 Summary: Global warming nuclear winter may change a tile multiple times Project: Freeciv Submitted by: handuman Submitted on: Thursday 08/12/10 at 16:24 Category: general Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: None Planned Release: ___ Details: This is not a problem with default ruleset but a custom ruleset may have sequental definitions for warmer_wetter_result (as well the three other _results). The randomly chosen tile in void global_warming(int effect) and void nuclear_winter(int effect) (in maphand.c) might hit one tile several times during one disaster resulting in unexpected change of terrain. For example, with following definitions [terrain_plains] warmer_wetter_result = terrain_swamp ... [terrain_swamp] warmer_wetter_result = terrain_ocean a plains tile might collapse into ocean in just one occurrence of global warming. Also, the code seems to have been written assuming that the random tile picker never hits twice on the same tile since the iteration is stopped after {total number of tiles on the map} times. ___ Reply to this item at: http://gna.org/bugs/?16411 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset
Follow-up Comment #2, bug #16410 (project freeciv): Umm...I thought I was clear enough with my description... Custom ruleset has only one modification, just for reproducing this bug. buildings.ruleset (in ../data/myDefault folder): 14c14 description=Default buildings data for Freeciv --- description=MyDefault buildings data for Freeciv 404a405,426 [building_hospital] name = _(Hospital) genus = Improvement reqs = { type, name, range Tech, Medicine, Player } graphic = b.hospital graphic_alt = b.stock_exchange obsolete_by = None build_cost= 100 upkeep= 3 sabotage = 100 sound = b_hospital sound_alt = b_generic ; /* xgettext:no-c-format */ helptext = _(\ Hospital reduces plague risk in a city by 30%. \ If there is also a university in the same city \ an additional 10% reduction is applied.\ ) Everything else is same as in ../data/default folder Also one of the common files needs to be modified. aborigines.ruleset (in ../data/nations folder): 22c22 init_buildings= --- init_buildings=Hospital With these changes the loading of myDefault ruleset fails because the server is trying to find the Hospital building in default ruleset instead of myDefault. ___ Reply to this item at: http://gna.org/bugs/?16410 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16308] Great Wall protects wrong units
Follow-up Comment #3, bug #16308 (project freeciv): A question related to this bug: I'm working on a Ruleset where I want the Great Wall to give an additional defense bonus instead of replacing the Walls. With current Ruleset capabilies: Would it be possible to give this defense bonus to every unit placed inside your national borders? or to every unit in some of the tiles owned by your cities (workable tiles)? or to every unit in same continent than the Great walls? ___ Reply to this item at: http://gna.org/bugs/?16308 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness
URL: http://gna.org/bugs/?16413 Summary: Gold upkeep and Military unhappiness Project: Freeciv Submitted by: tirolalira Submitted on: jueves 12/08/10 at 22:48 Category: rulesets Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: None Planned Release: ___ Details: 1) There is a side effect of some wonders that allows you to bypass the unhappiness caused by military units under Republic or Democracy governments. If you have one wonder with the effect force_content (as Bach cathedral) or make_happy (as Hanging gardens) or no_unhappy (as Shakespeare theatre), then cities with same population than the wonder effect (or less), can support any number of military units out of the borders without revolt. In fact, it seems cities with pop=1 can always avoid revolt switching his only citizen to a specialist. This issue is not very important when units are supported by shields because the shield production of the city limits the ammount of units that can use this cheat/exploit, but it is a mayor issue for any Ruleset based on gold upkeep: [code] ; Method of paying unit and improvement gold upkeep ; 0 - The player's total gold must be non-negative after paying upkeep ; costs associated with each city. If for any city the player's gold ; is negative, random buildings in the city are sold off. If the gold ; is still negative, then supported units with gold upkeep are ; disbanded. ; 1 - In the first step, the player's total gold must be non-negative after ; paying upkeep for all buildings within a city. If for any city the ; player's gold is negative, random buildings in the city are sold off. ; In the second step, gold upkeep for all units is paid in a lump sum. ; If the player does not have enough gold, random units with gold upkeep ; are disbanded. ; 2 - Gold upkeep for all buildings and units is paid in a lump sum after ; all cities have been processed. If the player does not have enough ; gold, random buildings from random cities are sold. If still more ; gold is needed, then random units with gold upkeep are disbanded. gold_upkeep_style = 0[/code] It is hard to balance Rulesets based on Gold upkeep, and the main problem is that there is no limit to the ammount of units that a player can create, nor to the number of units that a city can support (under democracy you could even support thousands of units by gold). I thought a simple solution that could solve all these issues, and it would ensure balanced wars under any type of government: I would wish a new optional Rule, that sets the ammount of population as the maximun number of military units that a city can support. This way, a city that supports as much units as his population value, can not build new units, and you can not select it as the home city for other units. I have verified that AI already uses to create a number of units lower than his total population, and I think it is a balanced number, that you'd expect to find in a city a number of units equal to his population. 2) Another issue about Gold upkeep: I have been testing a lot this system, watching AI behavior carefully, and I have seen the AI sometimes enter banckrupt due to the ammount of units supported by gold, and when buildings start to be destroyed they lose even more money due to missing marketplaces, banks, or temples replaced by luxury... At the end I have seen some AI unable to restore positive income, losing most of the buildings in their cities, and still supporting a huge ammount of units... It might be a good idea to disband at least one unit supported by gold, everytime you end turn with negative cash. Please, tell me what do you think, because I feel those changes would be important to get a balanced ruleset based on gold upkeep, even when I know it is not a priority. ___ Reply to this item at: http://gna.org/bugs/?16413 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1453] Benin nation
Update of patch #1453 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1453 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1455] Jolof nation
Update of patch #1455 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1455 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1698] Dahomey nation
Update of patch #1698 (project freeciv): Status:None = In Progress ___ Follow-up Comment #6: Were those previous heads originally from the Corsican flag? Oh, and talking about the Medieval/Early Modern issue, I have been thinking it may be a good idea to rename 'modern' to 'contemporary' and add 'early modern' (1500-1800) and 'modern' (1800-2000) groups. There are quite some nations right now that don't appear in any of the time-based groups (and hence almost never turn up as random opponent). ___ Reply to this item at: http://gna.org/patch/?1698 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1698] Dahomey nation
Follow-up Comment #7, patch #1698 (project freeciv): I think that 'early modern' is too open to interpretation or difference of opinion. Perhaps 'Industrial Age' or 'Steam Era' would be more specific? ___ Reply to this item at: http://gna.org/patch/?1698 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1454] Chimu nation
Update of patch #1454 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1454 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1456] Ohlone nation
Update of patch #1456 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1456 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16308] Great Wall protects wrong units
Follow-up Comment #4, bug #16308 (project freeciv): Would it be possible to give this defense bonus to every unit placed inside your national borders? No. S2_2 has some requirement types that check tiles (like Special, Terrain, TerrainClass, Base, TerrainAlter, CityTile), but none of these can check national borders. or to every unit in some of the tiles owned by your cities (workable tiles)? No. CityTile of S2_2 can only check for city centers (center), not for workable tiles. or to every unit in same continent than the Great walls? Yes, try this: [effect_great_wall] name= Defend_Bonus value = 200 reqs= { type, name, range Building, Great Wall, Continent UnitClass, Land, Local } [effect_great_wall_0] name= Defend_Bonus value = 200 reqs= { type, name, range Building, Great Wall, Continent UnitClass, Helicopter, Local } A comment at common/requirements.c:703 claims, _' At present, Continent effects can affect only cities and units in cities.'_ So there is no way to give bonus to units who are on continent but not in cities! From common/combat.c:442, Defend_Bonus only knows three facts: * the player of the _defending_ unit. * the _defending_ city. * the type of the _attacking_ unit. If there is no city, then the check has no information about the location of the unit. This is why Continent requires a city. Continent, like Player, checks the player. Because of this bug, Defend_Bonus checks the player of the defending unit (not the defending city). The result is a Great Wall that checks the continent of the defending city (not the defending unit) and the player of the defending unit (not the defending city). ___ Reply to this item at: http://gna.org/bugs/?16308 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1698] Dahomey nation
Follow-up Comment #8, patch #1698 (project freeciv): Yes, the heads in 'file #9479' are from the Corsican flag. BTW, discussion about nation grouping is ideally handled in a new bug/patch! ___ Reply to this item at: http://gna.org/patch/?1698 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1467] Add the swabia nation to the next release
Update of patch #1467 (project freeciv): Status:None = Need Info ___ Follow-up Comment #1: There are Badians and Württembergians by now... But Swabians can nonetheless be added as well. There are still some issues though. The leaders seem to be mostly famous people from Swabia or with Swabian background. Hermeric or Van Stauffenberg are ok to me, but I'm not sure about Kepler or Einstein. Could you make a list with Swabian leaders or people that were otherwise of political/military relevance in Swabia? Also the flag needs to be in .svg, the .png ones you have added look very similar to the Saxon one. Is there a also Swabian flag that is not black-yellow? ___ Reply to this item at: http://gna.org/patch/?1467 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1471] Add Liechtenstein Nation
Update of patch #1471 (project freeciv): Status:None = In Progress ___ Follow-up Comment #1: Expanded the ruleset a little bit, most importantly added more cities. (file #9802) ___ Additional Item Attachment: File name: liechtenstein.ruleset Size:1 KB ___ Reply to this item at: http://gna.org/patch/?1471 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1472] Add the House of Savoy
Update of patch #1472 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1472 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev