[Freeciv-Dev] [patch #1825] AI City interface improvements

2010-08-12 Thread Marko Lindqvist

Update of patch #1825 (project freeciv):

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


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[Freeciv-Dev] [patch #1833] Better download control file format

2010-08-12 Thread Marko Lindqvist

Update of patch #1833 (project freeciv):

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


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[Freeciv-Dev] [patch #1839] Increase size of URL entry field

2010-08-12 Thread Marko Lindqvist

Update of patch #1839 (project freeciv):

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


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[Freeciv-Dev] [bug #16263] Scrolled overview map for large maps

2010-08-12 Thread pepeto

Update of bug #16263 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #16380] Generated files are not deleted by 'make distclean'

2010-08-12 Thread pepeto

Update of bug #16380 (project freeciv):

  Status:  Ready For Test = None   


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[Freeciv-Dev] [bug #16308] Great Wall protects wrong units

2010-08-12 Thread pepeto

Follow-up Comment #2, bug #16308 (project freeciv):

See also bug #16080.

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[Freeciv-Dev] [bug #16080] The Great Wall affects all units regardless of whether they're inside cities

2010-08-12 Thread pepeto

Follow-up Comment #10, bug #16080 (project freeciv):

Please, see also bug #16308.


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[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-12 Thread Marko Lindqvist

Follow-up Comment #1, patch #1831 (project freeciv):

* Temporary workaround: always allocate default ai related unit data since
advisors depend on it.

(file #9796)
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Additional Item Attachment:

File name: UnitAII_1831-2.diffSize:3 KB


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[Freeciv-Dev] [bug #16409] unit-ai memory corruption

2010-08-12 Thread Marko Lindqvist

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.




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[Freeciv-Dev] [bug #16409] unit-ai memory corruption

2010-08-12 Thread Marko Lindqvist

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.

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[Freeciv-Dev] [patch #1847] Store advisors related unit data separately from ai data

2010-08-12 Thread Marko Lindqvist

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




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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

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[Freeciv-Dev] [patch #1847] Store advisors related unit data separately from ai data

2010-08-12 Thread Marko Lindqvist

Update of patch #1847 (project freeciv):

  Depends on: = patch #1835


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[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset

2010-08-12 Thread HanduMan

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)







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[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset

2010-08-12 Thread Marko Lindqvist

Follow-up Comment #1, bug #16410 (project freeciv):

Can you send your ruleset for reproducing this?

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[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset

2010-08-12 Thread Marko Lindqvist

Update of bug #16410 (project freeciv):

 Assigned to:None = cazfi  


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[Freeciv-Dev] [patch #1848] Attach data for each ai type to unit structure

2010-08-12 Thread Marko Lindqvist

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




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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

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[Freeciv-Dev] [patch #1848] Attach data for each ai type to unit structure

2010-08-12 Thread Marko Lindqvist

Update of patch #1848 (project freeciv):

  Depends on: = patch #1847


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[Freeciv-Dev] [patch #1837] Meta data for multiplayer ruleset

2010-08-12 Thread Marko Lindqvist

Update of patch #1837 (project freeciv):

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


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[Freeciv-Dev] [patch #1834] Define number of ai types as FC_AI_LAST

2010-08-12 Thread Marko Lindqvist

Update of patch #1834 (project freeciv):

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


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[Freeciv-Dev] [patch #1849] Allow only one modpack to download at a time

2010-08-12 Thread Marko Lindqvist

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.



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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

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[Freeciv-Dev] [patch #1849] Allow only one modpack to download at a time

2010-08-12 Thread Marko Lindqvist

Update of patch #1849 (project freeciv):

  Depends on: = patch #1843


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[Freeciv-Dev] [bug #16411] Global warming nuclear winter may change a tile multiple times

2010-08-12 Thread HanduMan

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.




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[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset

2010-08-12 Thread HanduMan

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.

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[Freeciv-Dev] [bug #16308] Great Wall protects wrong units

2010-08-12 Thread David Fernandez

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?

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[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-08-12 Thread David Fernandez

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.




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[Freeciv-Dev] [patch #1453] Benin nation

2010-08-12 Thread J.M. Maalderink

Update of patch #1453 (project freeciv):

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


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[Freeciv-Dev] [patch #1455] Jolof nation

2010-08-12 Thread J.M. Maalderink

Update of patch #1455 (project freeciv):

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


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[Freeciv-Dev] [patch #1698] Dahomey nation

2010-08-12 Thread J.M. Maalderink

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).

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[Freeciv-Dev] [patch #1698] Dahomey nation

2010-08-12 Thread David Lowe

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?

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[Freeciv-Dev] [patch #1454] Chimu nation

2010-08-12 Thread J.M. Maalderink

Update of patch #1454 (project freeciv):

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


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[Freeciv-Dev] [patch #1456] Ohlone nation

2010-08-12 Thread J.M. Maalderink

Update of patch #1456 (project freeciv):

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


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[Freeciv-Dev] [bug #16308] Great Wall protects wrong units

2010-08-12 Thread George Koehler

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).

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[Freeciv-Dev] [patch #1698] Dahomey nation

2010-08-12 Thread Daniel Markstedt

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!

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[Freeciv-Dev] [patch #1467] Add the swabia nation to the next release

2010-08-12 Thread J.M. Maalderink

Update of patch #1467 (project freeciv):

  Status:None = Need Info  

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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?

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[Freeciv-Dev] [patch #1471] Add Liechtenstein Nation

2010-08-12 Thread J.M. Maalderink

Update of patch #1471 (project freeciv):

  Status:None = In Progress

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Follow-up Comment #1:

Expanded the ruleset a little bit, most importantly added more cities.

(file #9802)
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Additional Item Attachment:

File name: liechtenstein.ruleset  Size:1 KB


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[Freeciv-Dev] [patch #1472] Add the House of Savoy

2010-08-12 Thread J.M. Maalderink

Update of patch #1472 (project freeciv):

  Status:None = In Progress


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