[Freeciv-Dev] Emacs configurations
Hi, I'm looking into getting involved with freeciv development. I finally finished my git svn clone a few minutes ago (the process takes _days_). I have read the wiki about the style guide and such which is something I usually leave up to emacs to get right. Does anyone have GNU/Emacs configurations relevant to this project I can steal? I don't care if it is incomplete or half baked, I can fix it. For example I have written http://github.com/nixeagle/ooc-mode which _correctly_ handles syntax and code styling issues for the ooc language (It has far more complex rules then C, but is very C like). As emacs already supports C I'm hoping someone already did the project specific tweaks and I can just 'steal' them ;). In a day or two with luck I'll be getting my first patches on the patch tracker! : -- James Spahlinger user nixeagle on gna.org ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1893] [metaticket] Help updates for 2.3.0
Follow-up Comment #5, patch #1893 (project freeciv): The word 'terraform' has been used to mean changing land in a few other games. Alpha Centauri is one I can think of off the top of my head. The word 'transform' goes more readily with person changing. For example 'Transformers' the toy/film: http://en.wikipedia.org/wiki/Transformers. Of course freeciv is already using transform to mean land changes, which might bar changing what 'transform' means in freeciv and limit us to naming only person changes. For that I really have no new input. P.S. When I say person changes I mean changes to a living thing or something built by living things. I really can't think of a better term for this at this hour. ___ Reply to this item at: http://gna.org/patch/?1893 ___ 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 #1928] remove save_ppm and -P option
Follow-up Comment #1, patch #1928 (project freeciv): Why does this need removed? What is it being replaced with, or is the option simply no longer needed? If there has already been discussion, just poke me at it :). I don't object or anything like that, I'm just curious. ___ Reply to this item at: http://gna.org/patch/?1928 ___ 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 #16630] Copyleft notices for contributions
Follow-up Comment #1, bug #16630 (project freeciv): Any particular ones/examples? I looked at your link and from a quick glance they all seem to mention the GNU GPL, v2 or v3. Is there somewhere else the notices have to be? Or am I missing something (I'm very new to this project)? ___ Reply to this item at: http://gna.org/bugs/?16630 ___ 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 #15628] server crashed.
Update of bug #15628 (project freeciv): Status:None = Need Info Open/Closed:Open = Closed ___ Follow-up Comment #3: Right, pieces of information are lacking to do anything, and we have no evidence it is still reproducible in current versions. Closing it... ___ Reply to this item at: http://gna.org/bugs/?15628 ___ 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 #1928] remove save_ppm and -P option
Follow-up Comment #2, patch #1928 (project freeciv): Patch #1391 (which this ticket depends on) provides a much more flexible way of doing the same thing. ___ Reply to this item at: http://gna.org/patch/?1928 ___ 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 #16654] Engineers has activity Route, but it can't continue at Forest/River
URL: http://gna.org/bugs/?16654 Summary: Engineers has activity Route, but it can't continue at Forest/River Project: Freeciv Submitted by: pepeto Submitted on: mardi 07.09.2010 à 09:41 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: Occurs pretty often running autogames with experimental ruleset. Server back trace: #0 0x775f2a75 in *__GI_raise (sig=value optimised out) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64 pid = value optimised out selftid = value optimised out #1 0x0057c5af in fc_assert_fail (file=0x5b532d srv_main.c, function=0x5b604c begin_turn, line=753, assertion=value optimised out, message=0x5d3e90 (%4d,%4d) %s has activity %s, but it can't continue at %s) at log.c:452 level = LOG_FATAL #2 0x00495689 in check_units (file=value optimised out, function=value optimised out, line=753) at sanitycheck.c:387 pcity = value optimised out phome = value optimised out transporter2 = 0x0 ptile = 0xd19860 transporter = value optimised out myiter = 0x0 punit = 0xc1e7c0 pplayer = 0xf39f50 _pslot = 0xa55f90 __FUNCTION__ = check_units #3 0x0049763e in real_sanity_check (file=value optimised out, function=0x5b604c begin_turn, line=753) at sanitycheck.c:561 No locals. #4 0x0040b48c in begin_turn () at srv_main.c:753 No locals. #5 srv_running () at srv_main.c:2018 save_counter = 1 is_new_turn = true eot_timer = 0xc0ab60 need_send_pending_events = false #6 srv_main () at srv_main.c:2465 __FUNCTION__ = srv_main #7 0x004039af in main (argc=value optimised out, argv=0x7fffe308) at civserver.c:376 inx = 5 showhelp = false showvers = false option = 0x0 __FUNCTION__ = main ___ Reply to this item at: http://gna.org/bugs/?16654 ___ 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 #16614] assertion 'strlen(str) len' failed with long leader name
Follow-up Comment #7, bug #16614 (project freeciv): Currently, trunk server complain about Nikola I Mirkov Petrović-Njegoš. ___ Reply to this item at: http://gna.org/bugs/?16614 ___ 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 #16654] Engineers has activity Route, but it can't continue at Forest/River
Follow-up Comment #1, bug #16654 (project freeciv): I also observed some variants such as Railroads on Hill (Coal). ___ Reply to this item at: http://gna.org/bugs/?16654 ___ 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 #16655] Trunk contains not translated log_normal() messages
URL: http://gna.org/bugs/?16655 Summary: Trunk contains not translated log_normal() messages Project: Freeciv Submitted by: pepeto Submitted on: mardi 07.09.2010 à 10:08 Category: None 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: According to http://freeciv.wikia.com/wiki/Internationalization#LOG_NORMAL , they should! ___ Reply to this item at: http://gna.org/bugs/?16655 ___ 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 #16654] Engineers has activity Route, but it can't continue at Forest/River
Follow-up Comment #2, bug #16654 (project freeciv): Same thing observed in S2_2: Le joueur Eshmunazar a maintenant le niveau IA expérimental. 1: Failed sanitycheck.c:538 at srv_main.c:812! ( 40, 7) Engineers has activity Chemin de fer, but it can't continue at Plaines (Bison) 1: Failed sanitycheck.c:538 at srv_main.c:812! ( 34, 20) Engineers has activity Chemin de fer, but it can't continue at Collines (Vin) Partie sauvegardée sous freeciv-T0194-Y-3806-auto.sav.gz 1: Failed sanitycheck.c:538 at srv_main.c:2068! ( 40, 7) Engineers has activity Chemin de fer, but it can't continue at Plaines (Bison) 1: Failed sanitycheck.c:538 at srv_main.c:2068! ( 34, 20) Engineers has activity Chemin de fer, but it can't continue at Collines (Vin) 1: Failed sanitycheck.c:538 at srv_main.c:745! ( 34, 20) Engineers has activity Chemin de fer, but it can't continue at Collines (Vin) Note that it follows the creation of a new player (it wasn't the case in trunk), maybe not related. ___ Reply to this item at: http://gna.org/bugs/?16654 ___ 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 #16656] Arithmetic exception in improvement_effect_value()
URL: http://gna.org/bugs/?16656 Summary: Arithmetic exception in improvement_effect_value() Project: Freeciv Submitted by: pepeto Submitted on: mardi 07.09.2010 à 11:28 Category: ai 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: Running with the experimental ruleset (maybe linked with tech upkeep?): Program received signal SIGFPE, Arithmetic exception. 0x00427d20 in improvement_effect_value (pplayer=value optimised out, pcity=value optimised out, pimprove=0x8d73a0, already=value optimised out) at aicity.c:526 526 turns = MIN(turns, #0 0x00427d20 in improvement_effect_value ( pplayer=value optimised out, pcity=value optimised out, pimprove=0x8d73a0, already=value optimised out) at aicity.c:526 potential = -1 aplayer = 0x16634e0 _pslot = value optimised out turns = 81 bulbs = 90 amount = 2 uclass = value optimised out move = LAND_MOVING num = value optimised out #1 adjust_improvement_wants_by_effects (pplayer=value optimised out, pcity=value optimised out, pimprove=0x8d73a0, already=value optimised out) at aicity.c:1014 v1 = value optimised out mypreq = 0x2 active = true n_needed_techs = 0 myiter = 0x0 peffect = 0x51 v = value optimised out cities = {0, 0, 1, 8, 10, 10} nplayers = value optimised out ai = 0x1d4e8a0 capital = false can_build = value optimised out source = {value = {advance = 0x8d73a0, govern = 0x8d73a0, building = 0x8d73a0, nation = 0x8d73a0, specialist = 0x8d73a0, terrain = 0x8d73a0, uclass = 0x8d73a0, utype = 0x8d73a0, base = 0x8d73a0, ai_level = 9270176, citytile = 9270176, minsize = 9270176, minyear = 9270176, outputtype = 9270176, terrainclass = 9270176, terrainalter = 9270176, special = 9270176, unitclassflag = 9270176, unitflag = 9270176}, kind = VUT_IMPROVEMENT} is_coinage = false __FUNCTION__ = adjust_improvement_wants_by_effects #2 0x00428801 in adjust_wants_by_effects ( pplayer=value optimised out) at aicity.c:1292 already = false myiter = 0x1615b50 is_coinage = false pimprove = 0x8d73a0 #3 ai_manage_buildings (pplayer=value optimised out) at aicity.c:1410 ai = value optimised out wonder_city = 0x1613a90 __FUNCTION__ = ai_manage_buildings #4 0x00428ff1 in ai_manage_cities (pplayer=0x16904a0) at aicity.c:1939 __FUNCTION__ = ai_manage_cities #5 0x004bdade in ai_do_last_activities (pplayer=0x16904a0) at aihand.c:479 No locals. #6 0x00406f15 in end_phase () at srv_main.c:876 MY_i = 1 pplayer = 0x16904a0 __FUNCTION__ = end_phase #7 0x0040b97d in srv_running () at srv_main.c:2087 save_counter = 1 is_new_turn = true eot_timer = 0x16afff0 need_send_pending_events = value optimised out #8 srv_main () at srv_main.c:2467 __FUNCTION__ = srv_main #9 0x004039af in main (argc=value optimised out, argv=0x7fffe2d8) at civserver.c:376 inx = 7 showhelp = false showvers = false option = 0xa3c0b0 \320\300\243 __FUNCTION__ = main ___ Reply to this item at: http://gna.org/bugs/?16656 ___ 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 #1929] Gothic nation
Additional Item Attachment, patch #1929 (project freeciv): File name: greuthungian.ruleset Size:2 KB ___ Reply to this item at: http://gna.org/patch/?1929 ___ 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 #16654] Engineers has activity Route, but it can't continue at Forest/River
Follow-up Comment #3, bug #16654 (project freeciv): Some of this looks like bug #16429, which was associated with a civil war (and hence creation of a new player). -- jtn ___ Reply to this item at: http://gna.org/bugs/?16654 ___ 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 #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest
Follow-up Comment #3, bug #16429 (project freeciv): See also bug #16654. ___ Reply to this item at: http://gna.org/bugs/?16429 ___ 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 #1929] Gothic nation
Follow-up Comment #4, patch #1929 (project freeciv): Vandalic flag: http://img824.imageshack.us/f/vandalic.png/ Used a vandalic symbol Hands of God. (file #10219) ___ Additional Item Attachment: File name: Vandalic.ruleset Size:2 KB ___ Reply to this item at: http://gna.org/patch/?1929 ___ 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 #16654] Engineers has activity Route, but it can't continue at Forest/River
Update of bug #16654 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Follow-up Comment #4: Duplicate of bug #16429 as Jacob pointed. ___ Reply to this item at: http://gna.org/bugs/?16654 ___ 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 #1929] Gothic nation
Follow-up Comment #5, patch #1929 (project freeciv): Flag suggestion for Gepids: http://img153.imageshack.us/f/gepid.png/ (file #10220) ___ Additional Item Attachment: File name: gepid.ruleset Size:1 KB ___ Reply to this item at: http://gna.org/patch/?1929 ___ 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 #1929] Gothic nation
Follow-up Comment #6, patch #1929 (project freeciv): I suggest germanic symbol valknut for flag of gothic nation: http://img443.imageshack.us/f/gothicr.png/ ___ Reply to this item at: http://gna.org/patch/?1929 ___ 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 #16657] Server segfault in pf_fuel_map_get_path()
URL: http://gna.org/bugs/?16657 Summary: Server segfault in pf_fuel_map_get_path() Project: Freeciv Submitted by: pepeto Submitted on: mardi 07.09.2010 à 12:46 Category: general Severity: 4 - Important Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: S2_2 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Back trace: #0 tile_index (ptile=0x0) at tile.c:34 No locals. #1 0x0051b083 in pf_fuel_map_get_path (pfm=0xbed2a0, ptile=0x0) at path_finding.c:2385 node = value optimised out #2 0x0042c13e in immediate_destination (punit=0x12c9c80, dest_tile=0xb61190) at aitools.c:384 parameter = {start_tile = 0xb65a50, moves_left_initially = 36, fuel_left_initially = 1, move_rate = 36, fuel = 1, owner = 0x8e2c40, uclass = 0x8d92e0, unit_flags = {vec = \002\000\000 \000\000}, omniscience = true, turn_mode = TM_WORST_TIME, get_MC = 0x51ef40 airmove, unknown_MC = 3, get_TB = 0, get_EC = 0, can_invade_tile = 0x4fb800 player_can_invade_tile, get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0x51e720 get_fuel_moves_left_req, get_costs = 0, data = 0x7fffd770} pfm = value optimised out path = value optimised out i = value optimised out #3 0x0042c2ab in ai_unit_goto_constrained (punit=0x12c9c80, ptile=0xb61190, parameter=0x7fffd770) at aitools.c:482 alive = value optimised out pfm = value optimised out path = value optimised out #4 0x0042c47b in ai_unit_goto (punit=0x12c9c80, ptile=0xb61190) at aitools.c:834 parameter = {start_tile = 0xb65a50, moves_left_initially = 36, fuel_left_initially = 1, move_rate = 36, fuel = 1, owner = 0x8e2c40, uclass = 0x8d92e0, unit_flags = {vec = \002\000\000 \000\000}, omniscience = true, turn_mode = TM_WORST_TIME, get_MC = 0x51ef40 airmove, unknown_MC = 3, get_TB = 0, get_EC = 0, can_invade_tile = 0x4fb800 player_can_invade_tile, get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0x51e720 get_fuel_moves_left_req, get_costs = 0, data = 0x1357b30} risk_cost = {base_value = 1.2351641146031164e-322, fearfulness = 2.6132006504736669e-317, enemy_zoc_cost = 6.1786663911356274e-317} #5 0x00496cdd in ai_hunter_try_launch (pplayer=0x8e2c40, punit=value optimised out, target=value optimised out) at aihunt.c:333 sucker = value optimised out myiter = value optimised out missile = 0x12c9c80 target_sanity = 4124 parameter = {start_tile = 0xb65a50, moves_left_initially = 18, fuel_left_initially = 1, move_rate = 18, fuel = 1, owner = 0x8e2c40, uclass = 0x8d9380, unit_flags = {vec = \000\020 \000\b\000\000}, omniscience = true, turn_mode = TM_CAPPED, get_MC = 0x51f000 seamove_no_bombard, unknown_MC = 6, get_TB = 0, get_EC = 0, can_invade_tile = 0x4fb800 player_can_invade_tile, get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0, get_costs = 0, data = 0xb2fe90} pfm = 0xbed2a0 #6 0x0049750b in ai_hunter_manage (pplayer=value optimised out, punit=value optimised out) at aihunt.c:502 dist1 = 15 stackcost = 119 aplayer = value optimised out dist2 = 15 stackthreat = 143 sanity_target = 4124 path = value optimised out target = 0xb2fe90 target_index = value optimised out target_size = value optimised out ptile = 0xb65ff0 move_cost = value optimised out is_virtual = false parameter = {start_tile = 0xb65a50, moves_left_initially = 18, fuel_left_initially = 1, move_rate = 18, fuel = 1, owner = 0x8e2c40, uclass = 0x8d9380, unit_flags = {vec = \000\020 \000\b\000\000}, omniscience = true, turn_mode = TM_CAPPED, get_MC = 0x51f000 seamove_no_bombard, unknown_MC = 6, get_TB = 0, get_EC = 0, can_invade_tile = 0x4fb800 player_can_invade_tile, get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0, get_costs = 0, data = 0x0} pfm = 0x13f0250 original_target = 0xb2fe90 original_threat = 6600 original_cost = 120 __PRETTY_FUNCTION__ = ai_hunter_manage #7 0x0043132b in ai_manage_military (pplayer=0x8e2c40, punit=0x13c7aa0) at aiunit.c:2054 result = value optimised out sanity = 3508 id = 3508 __PRETTY_FUNCTION__ =
[Freeciv-Dev] [patch #1905] Elamite nation
Follow-up Comment #4, patch #1905 (project freeciv): My proposition for flag Elam. Used symbol of mesopotamian origin. http://img521.imageshack.us/img521/2853/elam.png ___ Reply to this item at: http://gna.org/patch/?1905 ___ 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 #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest
Follow-up Comment #4, bug #16429 (project freeciv): In my case for trunk, it is a bit different. I have gave all technologies to the players at start, so they have a big tech upkeep, losing 1 tech per turn. When losing Railroads or Bridge Building, it produces that error. Attaching savegame to illustrate what I am saying. (file #10221, file #10222) ___ Additional Item Attachment: File name: freeciv-T0031-Y-3969-auto.sav.gz Size:72 KB File name: freeciv-T0036-Y-3964-interrupted.sav.gz Size:75 KB ___ Reply to this item at: http://gna.org/bugs/?16429 ___ 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 #16469] Freecivic 2.2.2 crashes AD500
Follow-up Comment #17, bug #16469 (project freeciv): Maybe did you built trade routes recently? ___ Reply to this item at: http://gna.org/bugs/?16469 ___ 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 #16657] Server segfault in pf_fuel_map_get_path()
Follow-up Comment #1, bug #16657 (project freeciv): See also bug #16451. ___ Reply to this item at: http://gna.org/bugs/?16657 ___ 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 #16451] Game crash after ending of turn
Follow-up Comment #6, bug #16451 (project freeciv): See also bug #16657. ___ Reply to this item at: http://gna.org/bugs/?16451 ___ 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 #16657] Server segfault in pf_fuel_map_get_path()
Follow-up Comment #2, bug #16657 (project freeciv): Additional infos: (gdb) print *(struct unit *)0x12c9c80 $2 = {utype = 0x8b6ed0, tile = 0xb65a50, owner = 0x8e2c40, id = 3914, homecity = 772, upkeep = {0, 0, 0, 0, 0, 0}, moves_left = 36, hp = 10, veteran = 1, fuel = 1, birth_turn = 212, ai = {control = false, ai_role = AIUNIT_NONE, ferryboat = 0, passenger = 0, bodyguard = 0, charge = 0, prev_struct = 0xb65a50, cur_struct = 0xb65a50, prev_pos = 0x12c9ce8, cur_pos = 0x12c9cf0, target = 0, hunted = 0, done = false}, activity = ACTIVITY_IDLE, goto_tile = 0x0, activity_count = 0, activity_target = S_LAST, activity_base = -1, focus_status = FOCUS_AVAIL, ord_map = 1, ord_city = 2, debug = false, moved = false, paradropped = false, done_moving = false, transported_by = -1, occupy = 0, battlegroup = -1, client = { colored = false, color_index = 0}, server = {vision = 0x1326220}, has_orders = false, orders = {length = 0, index = 0, repeat = false, vigilant = false, list = 0x0}} ___ Reply to this item at: http://gna.org/bugs/?16657 ___ 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 #16657] Server segfault in pf_fuel_map_get_path()
Follow-up Comment #3, bug #16657 (project freeciv): immediate_destination() seems to assume punit-goto_tile is set. In this case, it is NULL (goto_tile = 0x0). In bug #16451, I bet an old punit-goto_tile was set and the missile was sent anywhere, but not to the target. ___ Reply to this item at: http://gna.org/bugs/?16657 ___ 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 #16659] secfile_save() can usually takes very long time
URL: http://gna.org/bugs/?16659 Summary: secfile_save() can usually takes very long time Project: Freeciv Submitted by: pepeto Submitted on: mardi 07.09.2010 à 14:36 Category: general Severity: 3 - Normal Priority: 1 - Later Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: None Planned Release: 2.3.0 ___ Details: For a game of 10 players on map size 6, it usually takes 20 seconds around turn 300 to save the game whereas after applying the fix for bug #16642, the insertion of the data in the secfile takes only about 200ms. I guess this could be improved. ___ Reply to this item at: http://gna.org/bugs/?16659 ___ 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 #16613] Vision layer bug with editor
Follow-up Comment #7, bug #16613 (project freeciv): Updating patch against trunk. New tests: * Base giving vision: S2_2(OK), trunk(OK). * Autogames: S2_2(2/4 finished correctly, 2/4 got killed by bug #16657), trunk with experimental ruleset(1/4 was stopped by bug #16656, I stopped 3/4 around turn 300). Another observation: The AI seems to don't try to get technology it has lost by tech upkeep. Looks ready for committing. (file #10228) ___ Additional Item Attachment: File name: trunk_vision_cleanup4.diff Size:46 KB ___ Reply to this item at: http://gna.org/bugs/?16613 ___ 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 #1936] limit the number of units a city can support
Follow-up Comment #4, patch #1936 (project freeciv): If a city can't support a unit anymore, then perhaps another city can, just like in real life. So, I think that 'units' should migrate to any city that has upkeep points availabe. If there isn't any city with upkeep available, then, just now, the units should be disbanded (if they were loyal to the king) or, with some propability, changed into barbarians (if they weren't loyal). KeyserSoze. ___ Reply to this item at: http://gna.org/patch/?1936 ___ 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 #16630] Copyleft notices for contributions
Follow-up Comment #2, bug #16630 (project freeciv): I plan to add this copyleft information to the respective README files in the tarballs on download.gna.org/freeciv/contrib/ as I update them to the Freeciv 2.2 format. Quoting the reported of the original bug: I do not see any obvious copyright and licensing information for the tilesets, either on the wiki or within the tarballs/zips. The work-in-progress Debian packaging for the tinydent tileset, for instance, claims that it is GPL'd. However, I see nothing outside of debian/copyright which substantiates this, and no copyright notices showing year(s) and owner(s). Is this information available? Read the whole discussion at http://bugs.freeciv.org/Ticket/Display.html?id=40609 ___ Reply to this item at: http://gna.org/bugs/?16630 ___ 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 #16661] 'Known Bugs' wiki page
URL: http://gna.org/bugs/?16661 Summary: 'Known Bugs' wiki page Project: Freeciv Submitted by: dmarks Submitted on: Wednesday 09/08/2010 at 03:29 Category: freeciv.org Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: The 'Known Bugs' wiki page hasn't been updated for many years and refers to old RT bugs exclusively. Current contents: == * Your CMA settings are only sent to the server when you press turn done, and therefore changes you make to CMA in the same turn as you save a game will be lost. '''PR#39802''' * The autoattack option generally doesn't work very well. '''PR#39803''' * Focus on active unit is sometimes lost during automove and you have to manually press {{kbd|c}} to center on it. '''PR#3390''' * ''GTK'': Tabs turned to pop-ups by double-clicking them can't be restored to tabs. You have to close and reopen them. '''PR#21640''' * ''SDL'': The help system truncates long entries. '''PR#37985''' * ''Windows'': Savegames can only be loaded from certain locations. '''PR#16813''' * ''Windows/GTK'': Turning off fullscreen mode has no effect. You have to save settings and restart for it to take effect. '''PR#12119''' * ''Windows/GTK'': When closing a window, focus is sometimes lost to another running program. '''PR#12098''' * ''SDL'' client is feature-incomplete. * ''Xaw'', ''win32'', and ''mui'' clients are in various states of brokenness as of 2.1.0. == http://freeciv.wikia.com/wiki/Known_Bugs ___ Reply to this item at: http://gna.org/bugs/?16661 ___ 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 #1928] remove save_ppm and -P option
Follow-up Comment #3, patch #1928 (project freeciv): Sorry; I did forget to include this information in the first comment. This will only be committed _after_ the map image command (patch #1391) is working correctly. ___ Reply to this item at: http://gna.org/patch/?1928 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest
Follow-up Comment #5, bug #16429 (project freeciv): In my case for trunk, it is a bit different. I have gave all technologies to the players at start, so they have a big tech upkeep, losing 1 tech per turn. When losing Railroads or Bridge Building, it produces that error. Attaching savegame to illustrate what I am saying. This should be checked in ./server/techtools.c:player_tech_lost() line 616 ... I had to modify file #10221 to load it (remove the first option= setting; see bug #16645). The attached patch fixes the bug. A call to player_research_update() was missing. I did not test the savegames listed in comment #0. (file #10231) ___ Additional Item Attachment: File name: 20100907-07-trunk-fix-tech-tree-after-a-tech-was-lost.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?16429 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest
Follow-up Comment #6, bug #16429 (project freeciv): I had to modify file #10221 to load it (remove the first option= setting; see bug #16645). The attached patch fixes the bug. A call to player_research_update() was missing. Oops, I didn't attach the right file, and I don't have it anymore. How calling player_research_update() can fix that? ___ Reply to this item at: http://gna.org/bugs/?16429 ___ 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 #16656] Arithmetic exception in improvement_effect_value()
Follow-up Comment #1, bug #16656 (project freeciv): Running with the experimental ruleset (maybe linked with tech upkeep?): Seems to be. I think you got a division by 0 (potential == -1): if (valid_advance(pimprove-obsolete_by)) { turns = MIN(turns, total_bulbs_required_for_goal(aplayer, advance_number(pimprove-obsolete_by)) / (potential + 1)); } Does the attached patch fixes the problem? I'm not sure I do understand the logic for this effect. (file #10232) ___ Additional Item Attachment: File name: 20100907-08-trunk-fix-possible-division-by-0-in-improvement_effect_val.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?16656 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16662] Some more string corrections
URL: http://gna.org/bugs/?16662 Summary: Some more string corrections Project: Freeciv Submitted by: jcreus Submitted on: Tuesday 09/07/10 at 21:18 Category: None Severity: 2 - Minor Priority: 4 Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I have found a few more typos, grammar and punctuation mistakes, mostly in the new batch of nations, but also in the server settings. In the case of the Crimean Tatars, I don't like my own proposal very much. Perhaps a full rewrite should be better. Patches attached, just for trunk. 2.2 is not affected. ___ File Attachments: --- Date: Tuesday 09/07/10 at 21:18 Name: nations.diff Size: 5kB By: jcreus Patches for trunk http://gna.org/bugs/download.php?file_id=10233 --- Date: Tuesday 09/07/10 at 21:18 Name: settings.diff Size: 698B By: jcreus Patches for trunk http://gna.org/bugs/download.php?file_id=10234 ___ Reply to this item at: http://gna.org/bugs/?16662 ___ 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 #16655] Trunk contains not translated log_normal() messages
Follow-up Comment #1, bug #16655 (project freeciv): add _() for all messages found in my local git tree by the following command: 'git grep log_normal( | grep -v _(' (file #10235) ___ Additional Item Attachment: File name: 20100907-09-trunk-translate-log_normal-messages.patch Size:6 KB ___ Reply to this item at: http://gna.org/bugs/?16655 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1936] limit the number of units a city can support
Follow-up Comment #5, patch #1936 (project freeciv): I think migrating the unit is not a solution. This would open the possibility to easily 'move' a unit. Trade could be a possible limiting factor. For the AI some 'magic' must be done so that the units are distributed over all cities. ___ Reply to this item at: http://gna.org/patch/?1936 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest
Follow-up Comment #7, bug #16429 (project freeciv): How calling player_research_update() can fix that? in techtools.c:player_tech_lost() the tech is removed from the player by player_invention_set(plr, tech, TECH_UNKNOWN). After this function player_research_update() must be called to update the information about the tech tree (especially research-num_known_tech_with_flag). Without the update the following checks for now invalid action will not fix all possible changes due to the now missing tech. ___ Reply to this item at: http://gna.org/bugs/?16429 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest
Follow-up Comment #8, bug #16429 (project freeciv): My original test (comment #0) was with S2_2 and the default ruleset. One of pepeto's reports in bug #16654 was with S2_2. Tech upkeep and related features (and hence player_tech_lost()) don't exist there. I guess we're dealing with two separate bugs? ___ Reply to this item at: http://gna.org/bugs/?16429 ___ 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
Follow-up Comment #12, bug #16413 (project freeciv): 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. You do not have to play till Corporation is research. You could use the editor or set techlevel to a high value. file #10214 (goldupkeep2.sav.gz) does not use the experimental ruleset but a ruleset which define 'Tribal' as government file #10213 (goldupkeep1.sav.gz) seems to burn the cpu but does not go to the next turn? Can you reproduce the problem with a smaller map and perhaps 'set techlevel 100'? ___ Reply to this item at: http://gna.org/bugs/?16413 ___ Nachricht geschickt von/durch 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
Follow-up Comment #13, bug #16413 (project freeciv): could you test the attached patch? changes: * first sell a unit, only in the second step sell a building * rework the while loop; it did run in an endless loop before ... (file #10237) ___ Additional Item Attachment: File name: 20100907-09-trunk-update-gold-upkeep-style-2-to-sell-alternatively-a-u.patch Size:16 KB ___ Reply to this item at: http://gna.org/bugs/?16413 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest
Follow-up Comment #9, bug #16429 (project freeciv): I guess we're dealing with two separate bugs? It seems to be. My patch solves the bug for trunk. I did not investigate the original report. But perhaps an additional check if the tech is known could help there? Are the techs split at civil war and the units are transferred without a check if their activity is valid? Is player_research_update() run for each player after the split? ___ Reply to this item at: http://gna.org/bugs/?16429 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16655] Trunk contains not translated log_normal() messages
Follow-up Comment #2, bug #16655 (project freeciv): Well, I have checked that too, but I doubt it is a good solution. I think some of those messages shouldn't be log_normal() but log_verbose(). Also, I noticed a translation with Q_() of the meta message that looks very strange, since this string can be set by the user. ___ Reply to this item at: http://gna.org/bugs/?16655 ___ 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 #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest
Follow-up Comment #10, bug #16429 (project freeciv): Sorry, but I really think your patch doesn't fix the problem on trunk. It may fix a bug but probably not this one. I don't see how calling player_research_update() can stop units doing invalid actions (like doing Railroads when losing the Railroad tech) and do the notifications to the clients. The problem on S2_2 looks only linked with civil war. Maybe there is problem or a delay in the transfer of the tech between the players? ___ Reply to this item at: http://gna.org/bugs/?16429 ___ 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 #16663] Various minor typos etc in strings
URL: http://gna.org/bugs/?16663 Summary: Various minor typos etc in strings Project: Freeciv Submitted by: jtn Submitted on: Tuesday 09/07/10 at 23:56 Category: None Severity: 2 - Minor Priority: 5 - Normal Status: Ready For Test Assigned to: jtn Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: Misspellings, punctuation, capitalisation. Spotted in passing on trunk; many also apply to S2_2. ___ File Attachments: --- Date: Tuesday 09/07/10 at 23:56 Name: trunk-various-typos.diff Size: 8kB By: jtn trunk r17952: various typos in English strings http://gna.org/bugs/download.php?file_id=10238 ___ Reply to this item at: http://gna.org/bugs/?16663 ___ 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 #16662] Some more string corrections
Follow-up Comment #1, bug #16662 (project freeciv): I'd like to add something about Egypt being one of the most populous countries in Africa as well as the Middle East. ___ Reply to this item at: http://gna.org/bugs/?16662 ___ 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 #16655] Trunk contains not translated log_normal() messages
Follow-up Comment #3, bug #16655 (project freeciv): Attached a version of file #10235 with a couple of (pre-existing) typos fixed. (file #10239) ___ Additional Item Attachment: File name: trunk-translate-log_normal-messages-bis.patch Size:5 KB ___ Reply to this item at: http://gna.org/bugs/?16655 ___ 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
Follow-up Comment #14, bug #16413 (project freeciv): Sure, I'll test it. I did not try to hurry you, if you can't work on it until next month, it's ok, I know you are working on many other things. I was just using this patch to learn how to help developers, to avoid wasting your time in future tests ;). Sorry me I uploaded a wrong savegame2. I had another one with same error over experimental ruleset. Note I did not played manually the savegame1 until The Corporation, I switched to AI control to see how it was working. Thank you for the new patch. ___ 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 #1936] limit the number of units a city can support
Follow-up Comment #6, patch #1936 (project freeciv): I admit I like the suggestion to use trade more than mine to use population. I didn't liked at first because peaceful governments (democracy/republic) increase a lot the trade, but those govs also increase the population due to rapture growth. It would make celebrations under monarchy/communism a bit more useful, and it makes sense that roads, superhighways, trade routes and even the Colosus to increase your supported army. I'm also liking the idea to switch the home city to another that can support it. It is true it would be an easy way to move a unit, but it is not so important under gold upkeep, I see it a good thing to reduce micromanaging, and it would act automatically as the magic needed for the AI. In fact, under gold upkeep styles where units are paid in a lump sum, the home city is not important except to cause military unhappiness. In this scenario, it is not an advantage that unsupported units suddently switch to random cities. I really liked the suggestion by KeyserSoze, though I'm also new here, is up to developers to decide. ___ Reply to this item at: http://gna.org/patch/?1936 ___ 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 #16460] Win chance calculation doesn't take fortress into account
Update of bug #16460 (project freeciv): Planned Release: = 2.2.3 ___ Follow-up Comment #4: I think we should try to get this in 2.2.3. I'm happy to review and apply the patch if no-one else has time. ___ Reply to this item at: http://gna.org/bugs/?16460 ___ 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 #16440] Voteinfo bar is too long at the right of the screen
Follow-up Comment #18, bug #16440 (project freeciv): Oops, this is assigned to me, but I was waiting for you to confirm your patch. IMO it's good as it is, and we should get it in 2.2.3. If you're busy I can commit it. ___ Reply to this item at: http://gna.org/bugs/?16440 ___ 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 #16520] Voteinfo bar never shown if Merge the message notebook and the map notebook set
Follow-up Comment #1, bug #16520 (project freeciv): The patch attached to bug #16440 also fixes this. ___ Reply to this item at: http://gna.org/bugs/?16520 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #1467] Add the swabia nation to the next release
Hi Markus, You can read the latest version of the Wuerttembergian ruleset through the source tree web interface: http://svn.gna.org/viewcvs/freeciv/trunk/data/nation/wuerttembergian.ruleset?view=markup On Fri, Aug 13, 2010 at 9:13 AM, Markus Majer m...@mpathy.de wrote: Oh... There is a Württembergian Ruleset? Okay then perhaps you should use this name - württembergian - if I overthink it, there could be people from Augsburg etc. in Bavaria, who also call themselves swabians, and perhaps they could vote against this ruleset because they feel kept out :) Because most swabians live in Württemberg, there are mostly the same as in this würtembergian ruleset. I do not know the quality of it, but perhaps there is a way to merge those two rulesets! Do you have a link to it? I could contact the creator and work together with him. No, the swabian/württembergian flag is the one I used, there is no other! Am 13.08.2010 07:33, schrieb J.M. Maalderink: 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 #1936] limit the number of units a city can support
Follow-up Comment #7, patch #1936 (project freeciv): Just to add a little more on the trade idea: A well balanced game would treat gold(trade) upkeep very similar to shield upkeep. As the game stands it is not hard to have cities produce massive numbers of shields but very little trade. What limits those industrial cities from making infinite military units is the unhappy citizens. Using trade really is no different, a unit's home city has to pay for it in gold and in citizen moral. Because each city has a set amount of trade resources; no one city can be the home city to an infinite unit count. Plus remember cities have to use gold to pay for their improvements as well. Paying for those probably should happen before paying for military units (not real sure on this). From a player standpoint a limit on unitcount based on trade makes more intuitive sense then a limit based on how many people the city has. You have to pay for these units, richer cities are going to be able to afford more then poorer cities. Even if the units were built(trained) in an industrial/shield city then based at a rich city; there still is a natural constraint based on city resources. Building things at a factory and using the output to defend a nation's wealth has been done by nations all throughout history. ___ Reply to this item at: http://gna.org/patch/?1936 ___ 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 #16440] Voteinfo bar is too long at the right of the screen
Follow-up Comment #19, bug #16440 (project freeciv): It's not my best patch, but it is stable and ok for committing... Feel free to commit. ___ Reply to this item at: http://gna.org/bugs/?16440 ___ 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 #1692] Scythian nation
Update of patch #1692 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1692 ___ 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 #1829] Improved Soviet ruleset
Update of patch #1829 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1829 ___ 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 #1898] Tanzanian nation
Update of patch #1898 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1898 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev