[Freeciv-Dev] [patch #1907] Vermont nation

2010-09-06 Thread Daniel Markstedt

Follow-up Comment #1, patch #1907 (project freeciv):

Do you intend to use the modern-day US state flag, the 'Green Mountain Boys'
flag, or one of the historical US state flag variants?

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[Freeciv-Dev] [patch #1907] Vermont nation

2010-09-06 Thread J.M. Maalderink

Follow-up Comment #2, patch #1907 (project freeciv):

The Grean Mountains Boys flag; that seems to be the one that was used by the
Vermont Republic.

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[Freeciv-Dev] [patch #1925] Numunu nation

2010-09-06 Thread Daniel Markstedt

Follow-up Comment #4, patch #1925 (project freeciv):

Since Freeciv's source language is English, I suggest calling these nations
whatever is the generally accepted term in English. That'll make it easier
for translators, too.

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[Freeciv-Dev] [bug #16642] Saving can be very long

2010-09-06 Thread pepeto

URL:
  http://gna.org/bugs/?16642

 Summary: Saving can be very long
 Project: Freeciv
Submitted by: pepeto
Submitted on: lundi 06.09.2010 à 07:01
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: pepeto
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

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Details:

On games using lot of units or cities (like file #10091 for bug #16592), it
takes many minutes to save the game because it checks for every new entry if
there is no duplicate.

Improvement attached.




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File Attachments:


---
Date: lundi 06.09.2010 à 07:01  Name: trunk_save_speed_up.diff  Size: 577 o 
 By: pepeto

http://gna.org/bugs/download.php?file_id=10198

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[Freeciv-Dev] [bug #16643] AI trireme stop moving?

2010-09-06 Thread pepeto

URL:
  http://gna.org/bugs/?16643

 Summary: AI trireme stop moving?
 Project: Freeciv
Submitted by: pepeto
Submitted on: lundi 06.09.2010 à 07:05
Category: ai
Severity: 2 - Minor
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk, S2_2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Loading file #7060 posted for bug #14275, it appears that the trireme ID 299
stops moving forever since turn 124.





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[Freeciv-Dev] [bug #16644] 1: Saved game contains incomplete map data

2010-09-06 Thread pepeto

Update of bug #16644 (project freeciv):

Priority:   1 - Later = 5 - Normal 


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[Freeciv-Dev] [bug #16644] 1: Saved game contains incomplete map data

2010-09-06 Thread pepeto

Follow-up Comment #1, bug #16644 (project freeciv):

Bug added at revision 16822 (bug #14944). It removes the test _is not from a
unit only fog of war save file_. Another thing looks strange, the test
assuring game.fogofwar really exists has disappear...


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[Freeciv-Dev] [bug #16644] 1: Saved game contains incomplete map data

2010-09-06 Thread pepeto

Update of bug #16644 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #2:

Fix attached that reestablish the old behaviour and allow to load the file
correctly. However, I never found a way to reproduce bug #14944. Could
someone ensure it doesn't revert the fix for it?


(file #10199)
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Additional Item Attachment:

File name: trunk_load_private_map.diffSize:1 KB


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[Freeciv-Dev] [bug #16644] 1: Saved game contains incomplete map data

2010-09-06 Thread pepeto

Follow-up Comment #3, bug #16644 (project freeciv):

Real patch, not including the patch for bug #16642 attached.


(file #10200)
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File name: trunk_load_private_map2.diff   Size:1 KB


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[Freeciv-Dev] [bug #16613] Vision layer bug with editor

2010-09-06 Thread pepeto

Follow-up Comment #6, bug #16613 (project freeciv):

New fixes attached that fix a bug in map_claim_ownership_full(), and one in
loading cities from savegames.

Test status:
* bug #16613: S2_2(OK), trunk(OK)
* bug #16592: S2_2(OK), trunk (OK with bug #16642)
* bug #14993: S2_2(cannot load), trunk(OK)
* bug #14836: S2_2(OK), trunk(OK)
* bug #14275: S2_2(OK with bug #16643), trunk(OK with bug #16643)
* bug #14489: S2_2(OK), trunk(OK with bug #16644)


(file #10202, file #10203)
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Additional Item Attachment:

File name: trunk_vision_cleanup3.diff Size:46 KB
File name: S2_2_vision_cleanup2.diff  Size:44 KB


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[Freeciv-Dev] [patch #1902] Apache nation

2010-09-06 Thread Andrzej G.

Additional Item Attachment, patch #1902 (project freeciv):

File name: apache.ruleset Size:1 KB


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[Freeciv-Dev] [bug #16648] Memory leak with ai_data_phase_init()/ai_data_phase_done()

2010-09-06 Thread pepeto

URL:
  http://gna.org/bugs/?16648

 Summary: Memory leak with
ai_data_phase_init()/ai_data_phase_done()
 Project: Freeciv
Submitted by: pepeto
Submitted on: lundi 06.09.2010 à 15:58
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

___

Details:

ai_data_phase_init() is sometimes used when ai_data_phase_done() has been
called yet.

It appears the problem occurs when living the server and when starting a
savegame.


==5389== 384 bytes in 16 blocks are definitely lost in loss record 980 of
1,068
==5389==at 0x4C284A8: malloc (vg_replace_malloc.c:236)
==5389==by 0x57C341: fc_real_malloc (mem.c:83)
==5389==by 0x57C434: fc_real_calloc (mem.c:128)
==5389==by 0x448E7A: ai_data_phase_init (advdata.c:345)
==5389==by 0x44A5DC: ai_data_get (advdata.c:725)
==5389==by 0x4A34E2: sg_load_players (savegame2.c:3124)
==5389==by 0x4A535F: savegame2_load (savegame2.c:607)
==5389==by 0x412519: load_command (stdinhand.c:3612)
==5389==by 0x40B1CD: srv_prepare (srv_main.c:2171)
==5389==by 0x40B293: srv_main (srv_main.c:2451)
==5389==by 0x4039AE: main (civserver.c:376)
==5389== 
==5389== 384 bytes in 16 blocks are definitely lost in loss record 981 of
1,068
==5389==at 0x4C284A8: malloc (vg_replace_malloc.c:236)
==5389==by 0x57C341: fc_real_malloc (mem.c:83)
==5389==by 0x57C434: fc_real_calloc (mem.c:128)
==5389==by 0x448FD6: ai_data_phase_init (advdata.c:478)
==5389==by 0x44A5DC: ai_data_get (advdata.c:725)
==5389==by 0x4A34E2: sg_load_players (savegame2.c:3124)
==5389==by 0x4A535F: savegame2_load (savegame2.c:607)
==5389==by 0x412519: load_command (stdinhand.c:3612)
==5389==by 0x40B1CD: srv_prepare (srv_main.c:2171)
==5389==by 0x40B293: srv_main (srv_main.c:2451)
==5389==by 0x4039AE: main (civserver.c:376)
==5389== 
==5389== 384 bytes in 16 blocks are definitely lost in loss record 982 of
1,068
==5389==at 0x4C284A8: malloc (vg_replace_malloc.c:236)
==5389==by 0x57C341: fc_real_malloc (mem.c:83)
==5389==by 0x57C434: fc_real_calloc (mem.c:128)
==5389==by 0x448E7A: ai_data_phase_init (advdata.c:345)
==5389==by 0x40B617: srv_main (srv_main.c:786)
==5389==by 0x4039AE: main (civserver.c:376)
==5389== 
==5389== 384 bytes in 16 blocks are definitely lost in loss record 983 of
1,068
==5389==at 0x4C284A8: malloc (vg_replace_malloc.c:236)
==5389==by 0x57C341: fc_real_malloc (mem.c:83)
==5389==by 0x57C434: fc_real_calloc (mem.c:128)
==5389==by 0x448FD6: ai_data_phase_init (advdata.c:478)
==5389==by 0x40B617: srv_main (srv_main.c:786)
==5389==by 0x4039AE: main (civserver.c:376)
==5389== 
==5389== 816 bytes in 16 blocks are definitely lost in loss record 1,024 of
1,068
==5389==at 0x4C284A8: malloc (vg_replace_malloc.c:236)
==5389==by 0x57C341: fc_real_malloc (mem.c:83)
==5389==by 0x57C434: fc_real_calloc (mem.c:128)
==5389==by 0x448E3C: ai_data_phase_init (advdata.c:342)
==5389==by 0x44A5DC: ai_data_get (advdata.c:725)
==5389==by 0x4A34E2: sg_load_players (savegame2.c:3124)
==5389==by 0x4A535F: savegame2_load (savegame2.c:607)
==5389==by 0x412519: load_command (stdinhand.c:3612)
==5389==by 0x40B1CD: srv_prepare (srv_main.c:2171)
==5389==by 0x40B293: srv_main (srv_main.c:2451)
==5389==by 0x4039AE: main (civserver.c:376)
==5389== 
==5389== 816 bytes in 16 blocks are definitely lost in loss record 1,025 of
1,068
==5389==at 0x4C284A8: malloc (vg_replace_malloc.c:236)
==5389==by 0x57C341: fc_real_malloc (mem.c:83)
==5389==by 0x57C434: fc_real_calloc (mem.c:128)
==5389==by 0x448FA9: ai_data_phase_init (advdata.c:477)
==5389==by 0x44A5DC: ai_data_get (advdata.c:725)
==5389==by 0x4A34E2: sg_load_players (savegame2.c:3124)
==5389==by 0x4A535F: savegame2_load (savegame2.c:607)
==5389==by 0x412519: load_command (stdinhand.c:3612)
==5389==by 0x40B1CD: srv_prepare (srv_main.c:2171)
==5389==by 0x40B293: srv_main (srv_main.c:2451)
==5389==by 0x4039AE: main (civserver.c:376)
==5389== 
==5389== 816 bytes in 16 blocks are definitely lost in loss record 1,026 of
1,068
==5389==at 0x4C284A8: malloc (vg_replace_malloc.c:236)
==5389==by 0x57C341: fc_real_malloc (mem.c:83)
==5389==by 0x57C434: fc_real_calloc (mem.c:128)
==5389==by 0x448E3C: ai_data_phase_init (advdata.c:342)
==5389==by 0x40B617: srv_main (srv_main.c:786)
==5389==by 0x4039AE: main (civserver.c:376)
==5389== 
==5389== 816 bytes in 16 blocks are definitely lost in loss record 1,027 of
1,068
==5389==at 0x4C284A8: malloc (vg_replace_malloc.c:236)

[Freeciv-Dev] [bug #16645] Server record many entries named savefile.options

2010-09-06 Thread pepeto

Update of bug #16645 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 

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File name: trunk_overwrite_savefile_options.diff Size:1 KB


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[Freeciv-Dev] [bug #16648] Memory leak with ai_data_phase_init()/ai_data_phase_done()

2010-09-06 Thread pepeto

Update of bug #16648 (project freeciv):

 Release:   trunk = trunk, S2_2
 Planned Release:   2.3.0 = 2.3.0, 2.2.4   


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[Freeciv-Dev] [bug #16648] Memory leak with ai_data_phase_init()/ai_data_phase_done()

2010-09-06 Thread pepeto

Update of bug #16648 (project freeciv):

 Planned Release:   2.3.0 = 2.3.0, 2.2.4   


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[Freeciv-Dev] [bug #16650] Fix S2_2 server memory issues reported valgrind

2010-09-06 Thread pepeto

URL:
  http://gna.org/bugs/?16650

 Summary: Fix S2_2 server memory issues reported valgrind
 Project: Freeciv
Submitted by: pepeto
Submitted on: lundi 06.09.2010 à 16:34
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: pepeto
Originator Email: 
 Open/Closed: Open
 Release: S2_2
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.4

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Details:





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File Attachments:


---
Date: lundi 06.09.2010 à 16:34  Name: S2_2_server_valgrind.diff  Size: 2 ko 
 By: pepeto

http://gna.org/bugs/download.php?file_id=10208

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[Freeciv-Dev] [bug #16625] save chat message for the sender

2010-09-06 Thread pepeto

Follow-up Comment #10, bug #16625 (project freeciv):

There were still some oddities like if a player observer was sending a
message to a player, it was sending strange messages.

Changed the behaviour like:
* -{dest} message is sent to the sender connection.
* {sender} message is sent to the destination *connection*.
* {sender - dest} is sent to all observers of the sender (if a player) and
the destination. It is a big improvement since observers don't receive
ambiguous messages like if they were playing themselves.
* {sender - dest} is saved in the event cache. Unfortunately, there is no
way to determine if the connection is playing or observing when receiving the
cached event, so I avoided the usage of -{dest} message and {sender}
message here.


(file #10209)
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Additional Item Attachment:

File name: trunk_chat_msg_to_player.diff  Size:2 KB


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[Freeciv-Dev] [bug #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset

2010-09-06 Thread pepeto

Update of bug #16410 (project freeciv):

  Status:   Fixed = Wont Fix   

___

Follow-up Comment #10:

It's impossible for the moment to implement this. The default ruleset must be
loaded at server start in any case.


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[Freeciv-Dev] [bug #16629] Autogame recipe in doc/HACKING doesn't work

2010-09-06 Thread pepeto

Update of bug #16629 (project freeciv):

  Status: In Progress = Fixed  
 Open/Closed:Open = Closed 


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

2010-09-06 Thread David Fernandez

Follow-up Comment #7, bug #16413 (project freeciv):

If you look into the directory where the patch was rejected, i'll find the
file with the correct modifications and a .rejected and .orig files.
The .orig is the original file before the patch process took over it, and
the .rejected containts the parts of the patch that didn't got applied. In
that file i'll find information of the code to apply and what did find the
patch process.

Thank you jnf.
I have finally been able to apply and compile the patch over trunk revision
17877 (the day Matthias uploaded the patch).
I'm still testing it, but I'm afraid it does not seem to work as expected.
Units are killed even when the treasure is not under zero, and it happens
even with gold upkeep style 1 that are supposedly unchanged... if I
understood.

I'll keep testing until I understand how exactly worked the old gold upkeep
styles and how are currently working the new ones.

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread pepeto

Follow-up Comment #1, bug #16385 (project freeciv):

I follow you in your brilliant analysis. However, I am not sure of what do
you propose as rules changes.


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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread pepeto

Follow-up Comment #2, bug #16385 (project freeciv):

Related question: An empty bases (not protected by units) could be captured
by enemy units?


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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-06 Thread Andrzej G.

Follow-up Comment #3, patch #1929 (project freeciv):

Add Tervingian (or Visigothic) nationset.

(file #10211)
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Additional Item Attachment:

File name: tervingian.ruleset Size:1 KB


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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-06 Thread Andrzej G.

Additional Item Attachment, patch #1929 (project freeciv):

File name: tervingian.ruleset Size:1 KB


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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread Matthias Pfafferodt

Follow-up Comment #3, bug #16385 (project freeciv):

another related question: should bases claim ownership of neighbouring tiles
without a unit present? (see bug #14236)

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

2010-09-06 Thread Matthias Pfafferodt

Follow-up Comment #8, bug #16413 (project freeciv):

 I'm still testing it, but I'm afraid it does not seem to work
 as expected. 

Thanks for testing; I can check it again at the end of this month ...

 Current Trunk revision 17939 gives me this error message when
 I start new game:

 Please report this message at
 https://gna.org/projects/freeciv/
 in can_player_build_unit_direct() [unittype.c::631]:
 assertion '((void *)0) != punittype' failed.

Does this happen with the included rulesets or only with your own ruleset? If
it is your own ruleset, can you pin it down to one change (in units.ruleset?)

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1936

 Summary: limit the number of units a city can support
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 06.09.2010 um 23:08
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

see bug #16413 point 1): limit the number of units a city can support

To balance gold upkeep David Fernandez proposed to limit the number of units
a city can support to the size of the city. This could include a new ruleset
option 'free_units_per_city'. If it set to -1 there is no limit at all. Else
it gives the number of 'free' units.

Example:

free_units_per_city = 5

city size = 2 = 5 unit possible
city size = 5 = 5 unit possible
city size = 6 = 6 unit possible
city size = 9 = 9 unit possible

Some questions:

Should this be limited to military units?
What should happen if the city size is reduced? Kill random units till the
maximum supported number is reached?






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

2010-09-06 Thread Matthias Pfafferodt

Follow-up Comment #9, bug #16413 (project freeciv):

for point 1) see patch #1936

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread Matthias Pfafferodt

Update of patch #1936 (project freeciv):

Priority:  5 - Normal = 1 - Later  


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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread pepeto

Follow-up Comment #1, patch #1936 (project freeciv):

Unit gold upkeep is already possible in the ruleset. I guess that some
government effect already can give a certain number of free units? Am I
wrong?


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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread Jacob Nevins

Follow-up Comment #4, bug #16385 (project freeciv):

Here's where I've got to:

First, after some work, I've more or less changed my mind about having a
single owner field + borders flag in the tile; see below for reasoning. I'm
now thinking about separate per-tile tile owner and base owner fields
(both pointing to players).

Add new base flags ownable and capturable. Make the existing border_sq,
vision_main_sq, and vision_invis_sq properties require ownable to be
set.

An ownable base is one that (usually) has an owner.
* The initial owner is that of the unit who created it.
* Once created, by default, an ownable base doesn't change owner. (Such a
base can end up un-owned if a player is killed/removed, but this is rare. It
could also happen with scenario/editor.)
* An ownable base doesn't necessarily act as a border source (only if
border_sq is set).

A capturable base is an ownable base that changes hands when occupied by
a unit at war with the current owner.
* Can't have a mixture of capturable and ownable-but-not-capturable bases on
the same tile, so that's an automatic conflicts when loading rulesets.

[Edited: I hadn't seen bug #14236. While we're in there, it probably wouldn't
be hard to add another option that controls whether a base remains owned when
it contains no units. Would need to think a bit about details e.g. allied
stacks.]

A fortress would thus be ownable, capturable, and have border_sq set --
this should result in no change from current behaviour.

A buoy would be ownable but not capturable, and have the vision fields
set, by default. Consequences:
* It doesn't claim any borders (not even the tile it's on). This fixes most
of the problems originally raised.
* It can't be captured. The only way to stop the owner seeing with it is to
pillage it (which is cheap and easy, if the owner isn't defending it).
* In particular, my buoy can be inside someone else's borders and still
provide vision to me.

The last point is more or less why I changed my mind about having a single
owner; when documenting ownable it seemed unnecessarily dirty to say this
can't change owners (unless you build a city nearby). I don't think having
two owners changes the design much, in fact. (Obviously border claiming bases
must have the two owner fields the same...) It also makes the necessary
changes to the editor much cleaner, I think.

Something I've had in the back of my mind while designing this is a sort of
capture-the-flag scenario -- this would use ownable capturable flag bases
which have no particular effect (no border source, etc).

One thing I haven't quite worked out is whether capture-by-unit and
capture-by-borders should both be controlled by the capturable flag, or
whether they need separate options. (I'm assuming the former, for now.)

As far as client UI is concerned, I was thinking of an ownable base
displaying a flag like a city does (when citybar is disabled), but having
this be overridden by shields if there's a unit on the tile. This has the
advantage of not requiring new graphics :)

I've got a mess of code changes but nothing that compiles yet, and I've been
getting a bit bogged down in the border code. I'll probably wait for bug
#16613 and patch #1864 to land before taking this up again.

Assuming everyone's happy, I'd like to get it in 2.3.0, which is why I'm
working on it now (since it changes packet formats etc), but it probably
shouldn't be a blocker.

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread pepeto

Follow-up Comment #5, bug #16385 (project freeciv):

That's sound very great to me. For bug #16613, I will make new tests using
autogames on custom rulesets (because I didn't have test bases enough), but
it should be ready in about 1 week.

For patch #1864, it's not ready, there are probably big problems because of
the borders removals when creating and removing a base. I can wait you do
your change, it would help for that. Also you could handle it if you wish.

By the way, about the code, an important function for removing a base
properly is missing in my opinion.


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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread Jacob Nevins

Follow-up Comment #6, bug #16385 (project freeciv):

 By the way, about the code, an important function for removing 
 a base properly is missing in my opinion.
I already have a separate patch 95% complete for factoring that out. I should
finish it.

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[Freeciv-Dev] [bug #16651] pseudo-fractal map generator can't be used with different startpos options (other than default=0)

2010-09-06 Thread David Fernandez

URL:
  http://gna.org/bugs/?16651

 Summary: pseudo-fractal map generator can't be used with
different startpos options (other than default=0)
 Project: Freeciv
Submitted by: tirolalira
Submitted on: lunes 06/09/10 at 22:29
Category: None
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: 

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Details:

Tested with v2.2.2 over windows and v2.2.99 over ubuntu.

If you start a new game choosing the pseudo-fractal map generator
(generator=2) and starting positions depending on continent size
(startpos=4), then the game starts but the map is generated using the
fully-random height (usually a lot of little islands) instead of the
selected pseudo-fractal (usually big continents).

I guess it must be a bug, because I can generate the map with generator=2 and
startpos=0, then to save it, to convert it into a scenario removing the
starting positions, and then to start a new game with generator=0 and
startpos=4. This way it works, but you miss the fun of unknown terrain...




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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread David Fernandez

Follow-up Comment #2, patch #1936 (project freeciv):

Your suggested free_units_per_city sounds perfect.
I agree it should affect only to military units, and I agree units that can't
be supported should be disbanded.

If the option slowly kill unhomecitied units is enabled, units could be
made unhomed instead of disbanded, but I guess it could enable some exploit
depending on rate of recovering hp... I suppose it is not worth to complicate
it, when it'd need a combo of optional rules.


My doubt is how AI would handle such population limit. In my tests with gold
upkeep, AI do not use to build more units than his total population, but they
do build in some cities more units than the city size, while they do not build
units in other cities. (I know it depends on many variables, but AI
recruitment uses to behave similar with several different ruleset options I
tested).

I guess the rule would help the AI to spread the home of units, to take
better advantage of free upkeep per city, to build more improvements (instead
of units) in the cities with good production, and to avoid the chances of AI
bankrupt due to huge armies that I see often with gold upkeep. Though it is
hard to know until we can test it.
In the other hand, human players use to handle pop growth much better than
AI, and humans use to need less units to attack properly.

Unit gold upkeep is already possible in the ruleset. I guess that some
government effect already can give a certain number of free units? Am I
wrong?
True, but gold upkeep seems to need some additional rule to limit the number
of units per city, else some aspects of game would not be balanced, mainly
military unhappiness.

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

2010-09-06 Thread David Fernandez

Follow-up Comment #10, bug #16413 (project freeciv):

You are right about error message, I forgot I had a modded default ruleset
in my /home/.freeciv folder...
I did not planned to report a bug unless tested with default rulesets.

I'm afraid my previous results about your patch are not valid for same
reason, I was changing the gold_upkeep_style in a file that was not used.
Sorry me, I'm novice here, I'll be more careful with future tests, and I'll
try to limit the amount of my posts :)


I have tested a bit more your patch with trunk revision 17877, I'm almost
sure I tested it properly this time, I attach the savegames with the error:


1) I have played a game with unmodded experimental ruleset and
gold_upkeep_style = 1, played until Corporation is researched, and it seems
to work same than always.
If, in the middle of that game, I switching to gold_upkeep_style = 2, when I
press end turn the game stops with the error: Lost connection to server!.
If I switch to gold_upkeep_style = 0 the game continues normally.

- in /data/experimental/game.ruleset, change gold_upkeep_style to 2, then
load savegame1 and press end turn.


2) I have started another game with experimental ruleset and
gold_upkeep_style = 2. As soon as my treasure falls under zero when I press
end turn, the server crashes. Even when there is no gold upkeep (The
corporation still not researched).

- load savegame2 and press end turn.


Final comment: if the purpose of the change is to reduce army size when you
can not support it, I suggest gold_upkeep_style = 2 to sell alternatively one
unit and one building, as you did, but starting by units. Else, the money from
the building will surely be enough to support the extra units this turn, and
next time you run out of money, another building will be sold. If I'm right.


(file #10213, file #10214)
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Additional Item Attachment:

File name: goldupkeep1.sav.gz Size:103 KB
File name: goldupkeep2.sav.gz Size:34 KB


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[Freeciv-Dev] [patch #1898] Tanzanian nation

2010-09-06 Thread J.M. Maalderink

Update of patch #1898 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #1899] Sicilian nation

2010-09-06 Thread J.M. Maalderink

Update of patch #1899 (project freeciv):

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


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[Freeciv-Dev] [patch #1900] Yucatecan nation

2010-09-06 Thread J.M. Maalderink

Update of patch #1900 (project freeciv):

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


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[Freeciv-Dev] [bug #15628] server crashed.

2010-09-06 Thread James Spahlinger

Follow-up Comment #2, bug #15628 (project freeciv):

I'm browsing through the bugs while I wait for my git clone of the svn
repository to finish up (I'm up to r17852). This bug should probably be
closed. It has been over 5 months since the request for more information. I
doubt any is forthcoming.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread James Spahlinger

Follow-up Comment #3, patch #1936 (project freeciv):

I don't know if this has been proposed or is currently done as I'm still new
to both the game and the code.

Instead of limiting the number of units a city can support under gold upkeep
rules, perhaps limit what gold can be used for the unit upkeep. Units under
shield upkeep are limited by the number of shields a city produces. The
equivalent for gold upkeep could be the amount of trade a city has.

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