[Freeciv-Dev] [bug #16871] Having more AIs than nations segfaults at start
Follow-up Comment #3, bug #16871 (project freeciv): No. So maybe it wasn't the number but just the wrong format. ___ Reply to this item at: http://gna.org/bugs/?16871 ___ 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 #2077] Add optional separate rule name for ruleset objects, allowing them to be renamed
Follow-up Comment #7, patch #2077 (project freeciv): (b) to avoid two separate game entities having the same user-visible string, which is more arguable. That's why I'm comparing after stripping off the qualifier with Qn() (and it's more or less equivalent to the old code). Comparing with the qualifier included could let through two identical-to-the-user nations, and I'm finding it hard to think of a reason why we'd ever want two nations with the same English string and different qualifiers. And the only string displayed to the users is name_translation() in server side. It may depends of the localization for client side... At least, Qn_(untranslated_name) is never displayed to the user... As untranslated_name() is nearly not used and rule_name() is now a field of the name_translation structure, the pointer member (translated) should be useful to keep the start of the string to display to the user Qn(vernicular). I'm afraid I don't understand what you're suggesting here. Sorry, rereading what I wrote... I agree, this is especially unclear. I was talking about the configuration with NLS disabled. When NLS is enabled, the member _translated_ is a pointer returned with _gettext()_ or _Qn(vernicular)_ if the translation is missing. Then, we have very fast access to that data. Maybe it should be the same with NLS disabled, keeping a pointer on _Qn(vernicular)_. Probably it should be set by names_set(), not testing every time we call name_translation(). I did wonder about standardising the transport of rule/pretty names over the network. And what is your conclusion? I can do it if you want. ___ Reply to this item at: http://gna.org/patch/?2077 ___ 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 #16871] Having more AIs than nations segfaults at start
Update of bug #16871 (project freeciv): Status: In Progress = Duplicate Assigned to:None = pepeto Open/Closed:Open = Closed ___ Follow-up Comment #4: Actually, what was causing bug was the missing nation groups, not the format. But when I was reading to the code, I noticed lot of oddities I wanted to fix... Closing this item as it is a duplicate of bug #16857. ___ Reply to this item at: http://gna.org/bugs/?16871 ___ 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 #16962] Should civ1 ruleset have its own cities.ruleset?
URL: http://gna.org/bugs/?16962 Summary: Should civ1 ruleset have its own cities.ruleset? Project: Freeciv Submitted by: jtn Submitted on: Wednesday 10/27/10 at 14:26 Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: Need Info Assigned to: jtn Originator Email: Open/Closed: Open Release: 2.2.0 Discussion Lock: Any Operating System: None Planned Release: 2.3.0 ___ Details: Currently, there's no data/civ1/cities.ruleset. This means that the civ1 ruleset picks up data/default/cities.ruleset. The behaviour of the default ruleset has changed relatively recently. Between 2.1.x and 2.2.x, the restriction on minimum city size for scientists/taxmen was removed from the default ruleset but not from civ2. However, civ1 picked up the removal of the restriction. Was this intentional? Unfortunately, I'm not familiar with the civ1 rules we're trying to emulate. The history is: * S1_14: everything is hardcoded; in all rulesets, specialists {elvis,scientist,taxman} affect {luxury,bulbs,gold} with bonuses {2,3,3} and minimum sizes {0,5,5}. * S2_0: same behaviour, but bonus magnitude and minimum size now comes from cities.ruleset (but all three of default/civ1/civ2 share the same cities.ruleset) * S2_1: specialists now use effect system; civ1/civ2 *changed* to use bonus {2,2,2} in [r10475 http://svn.gna.org/viewcvs/freeciv?view=revrevision=10475], PR#8759 http://bugs.freeciv.org/Ticket/Display.html?id=8759 (no rationale given); min sizes remain as before * S2_2: default (and civ1) minimum sizes *changed* to {0,0,0} in r11983 http://svn.gna.org/viewcvs/freeciv?view=revrevision=11983, PR#17170 http://bugs.freeciv.org/Ticket/Display.html?id=17170 (no rationale given); civ2 remains at {0,5,5} This is causing a problem for me in patch #2050: I'm describing the effects of specialists in hand-written helptext in cities.ruleset, which leads to the wrong text being displayed for civ1.ruleset. (Obviously it would be better to autogenerate the text describing the effects, but I don't think I'm going to manage that.) Unless anyone objects, I'll create civ1/cities.ruleset with the 2.1.x behaviour, aiming for 2.3.0 (and leave 2.2.x with its current anomalous behaviour?). ___ Reply to this item at: http://gna.org/bugs/?16962 ___ 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 #2050] First-class help for specialists
Update of patch #2050 (project freeciv): Status:None = In Progress Depends on: = bugs #16962 ___ Reply to this item at: http://gna.org/patch/?2050 ___ 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 #2050] First-class help for specialists
Update of patch #2050 (project freeciv): Depends on: = patch #2077 ___ Reply to this item at: http://gna.org/patch/?2050 ___ 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 #1844] Add utilities to consider the cost of a requirement
Update of patch #1844 (project freeciv): Status: In Progress = Postponed Planned Release: 2.3.0 = ___ Reply to this item at: http://gna.org/patch/?1844 ___ 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 #1864] Make many territory claiming bases possible on a same tile
Update of patch #1864 (project freeciv): Assigned to: pepeto = None Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/patch/?1864 ___ 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 #1449] Don't exit the server on ruleset loading failure
Update of patch #1449 (project freeciv): Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/patch/?1449 ___ 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 #1448] Make a ruleset structure
Update of patch #1448 (project freeciv): Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/patch/?1448 ___ 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 #1447] Merge ruleset files in 1 file
Update of patch #1447 (project freeciv): Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/patch/?1447 ___ 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 #1446] [Metaticket] Ruleset object
Update of patch #1446 (project freeciv): Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/patch/?1446 ___ 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 #1342] Unit type negated requirements
Update of patch #1342 (project freeciv): Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/patch/?1342 ___ 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 #1341] Improvement negated requirements
Update of patch #1341 (project freeciv): Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/patch/?1341 ___ 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 #1340] Technology requirements
Update of patch #1340 (project freeciv): Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/patch/?1340 ___ 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 #1303] Replace warmap by path finding code in ai/ directory
Update of patch #1303 (project freeciv): Status:None = In Progress Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/patch/?1303 ___ 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 #13620] [Wishlist] Gfx layer about native tiles
Update of bug #13620 (project freeciv): Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/bugs/?13620 ___ 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 #13803] [Patch] Start position cleanup and extension
Update of bug #13803 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?13803 ___ 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 #14210] optionally include advance benefits in output message
Update of bug #14210 (project freeciv): Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/bugs/?14210 ___ 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 #14278] wish: allied victory option
Update of bug #14278 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?14278 ___ 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 #14469] Move object tool missing in editor
Update of bug #14469 (project freeciv): Planned Release: 2.3.0 = 2.4.0 ___ Reply to this item at: http://gna.org/bugs/?14469 ___ 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 #15089] Edit the AI handicaps
Update of bug #15089 (project freeciv): Status:None = Postponed Planned Release: 2.3.0 = ___ Reply to this item at: http://gna.org/bugs/?15089 ___ 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 #14469] Move object tool missing in editor
Update of bug #14469 (project freeciv): Status:None = Postponed Planned Release: 2.4.0 = ___ Reply to this item at: http://gna.org/bugs/?14469 ___ 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 #15550] line breaks for all console output
Update of bug #15550 (project freeciv): Category:None = general Status:None = In Progress Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?15550 ___ 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 #15580] No tooltips in the property editor dialog
Update of bug #15580 (project freeciv): Status: Ready For Test = Postponed Planned Release: 2.3.0 = ___ Reply to this item at: http://gna.org/bugs/?15580 ___ 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 #16648] Memory leak with ai_data_phase_init()/ai_data_phase_done()
Update of bug #16648 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?16648 ___ 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 #16717] AI chooses new wonder city too often
Update of bug #16717 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?16717 ___ 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 #16851] use after free by diplomat_bribe()
Update of bug #16851 (project freeciv): Category:None = general Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?16851 ___ 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 #16962] Should civ1 ruleset have its own cities.ruleset?
Follow-up Comment #1, bug #16962 (project freeciv): Also civ1's parameters.vision_reveal_tiles should be FALSE, according to default's cities ruleset. I forgot to report this one I observed when working on a patch I never finished. ___ Reply to this item at: http://gna.org/bugs/?16962 ___ 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 #16958] no messages for diplomat combat when in allied city
Update of bug #16958 (project freeciv): Planned Release: = 2.2.4, 2.3.0 ___ Reply to this item at: http://gna.org/bugs/?16958 ___ 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 #16962] Should civ1 ruleset have its own cities.ruleset?
Follow-up Comment #2, bug #16962 (project freeciv): Indeed, just noticed that. This came in between S2_1 and S2_2 (r13093 http://svn.gna.org/viewcvs/freeciv?view=revrevision=13093, PR#39370 http://bugs.freeciv.org/Ticket/Display.html?id=39370), and indeed the PR has evidence that the real Civ1 had non-vision_reveal_tiles behaviour. That's a point in favour of this being an oversight. I intend to just copy over civ2/cities.ruleset to civ1/cities.ruleset; this will fix all these things. Perhaps I should do this on S2_2 as well, after all? (The other difference between default and civ2 is that default has an ElectricAge city style (starting at Automobile and ending at Rocketry), whereas civ2 has an additional Renaissance city style (starting at University), for which there are no graphics in supplied tilesets (so Industrial is used instead). This is more or less cosmetic, though. All relevant techs exist in all relevant rulesets.) ___ Reply to this item at: http://gna.org/bugs/?16962 ___ 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 #16962] Give civ1 its own cities.ruleset to restore 2.1.x specialists and vision behaviour
Update of bug #16962 (project freeciv): Status: Need Info = Ready For Test Planned Release: 2.3.0 = 2.2.4,2.3.0 Summary: Should civ1 ruleset have its own cities.ruleset? = Give civ1 its own cities.ruleset to restore 2.1.x specialists and vision behaviour ___ Follow-up Comment #3: I've checked that existing civ1 savegames seem to cope fine with this change; it seems that existing specialist assignments will continue, and the restrictions will only be enforced for reassignments. So, patch for S2_2 and trunk attached. (file #10955) ___ Additional Item Attachment: File name: S2_2-trunk-civ1-cities-ruleset.diff Size:5 KB ___ Reply to this item at: http://gna.org/bugs/?16962 ___ 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 #16940] Appending ruler titles
Update of bug #16940 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-ruler_title_new_format.diff Size:275 KB ___ Reply to this item at: http://gna.org/bugs/?16940 ___ 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 #13643] [RFC] Use lua for customizable database access
Update of bug #13643 (project freeciv): Priority: 3 - Low = 5 - Normal Status:None = In Progress Assigned to:None = syntron Planned Release: = 2.4.0 ___ Follow-up Comment #8: WIP patch to implement the database connection via luasql: * split auth.c into auth.c (autentication) and fcdb.c (freeciv database) * add luasql files (only mysql working; postgres prepared) * add database.lua file with the needed functions * changed options for the server: -D (--Database file) -a (--auth) * new command: fcdb (at the moment only reload) * cleanup definition of database config * split common lua script functions into a new file (luascript.c) * rename script.c/api.pkg to script_game.c/tolua_game.pkg * add script_fcdb.c/tolua_fcdb.pkg as entry point for luasql * add api for logging (api_log.c) * check arguments to script functions against the defined values The patch will be splitted into smaller part before submission. At the moment I would like some comments (that should be changed; are the lua function correct, that directory layout should be used for ./server/scripting/, ...). Using this patch as well as the newcommer patches freeciv 2.4.x should be ready to be used by the longturn community ... ___ Reply to this item at: http://gna.org/bugs/?13643 ___ 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 #13643] [RFC] Use lua for customizable database access
Follow-up Comment #9, bug #13643 (project freeciv): and here is the missing patch file (file #10957) ___ Additional Item Attachment: File name: database.diff.bz2 Size:58 KB ___ Reply to this item at: http://gna.org/bugs/?13643 ___ 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 #16963] Missing and incorrect messages
URL: http://gna.org/bugs/?16963 Summary: Missing and incorrect messages Project: Freeciv Submitted by: log65536 Submitted on: Thursday 10/28/10 at 06:53 Category: general Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.3 Discussion Lock: Any Operating System: None Planned Release: ___ Details: No messages appear when you buy a unit or improvement, regardless of the settings for the Unit: Bought and Improvement: Bought categories. In versions prior to 2.2 these messages used to work. The message for acquiring tech when conquering a city is incorrectly assigned to the Technology: Learned from Great Library category (or maybe this category name should be renamed?). -- Many thanks to the developers for continuously improving my favorite game! ___ Reply to this item at: http://gna.org/bugs/?16963 ___ 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 #16964] Mfg. Plant + electrical plant bonus does not match Help
URL: http://gna.org/bugs/?16964 Summary: Mfg. Plant + electrical plant bonus does not match Help Project: Freeciv Submitted by: log65536 Submitted on: Thursday 10/28/10 at 07:51 Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.3 Discussion Lock: Any Operating System: None Planned Release: ___ Details: The help for Power/Hydro/Nuclear/Solar plants says A XXX Plant in combination with either a Factory or Mfg. Plant gives a 75% production bonus. However, the actual bonus in a city with an electrical plant and a Mfg. Plant (no Factory) is 25%. Either the rules or the help text should be changed. Anyway, reading the ruleset file, I think the way effects interact for the different kinds of plants is too complex and error-prone so would vote for a more radical simplification of the default rules. -- Many thanks to the developers for continuously improving my favorite game! ___ Reply to this item at: http://gna.org/bugs/?16964 ___ 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 #15550] line breaks for all console output
Update of bug #15550 (project freeciv): Status: In Progress = Duplicate Assigned to: pepeto = None Open/Closed:Open = Closed ___ Follow-up Comment #5: Ok, didn't notice. Thanks. ___ Reply to this item at: http://gna.org/bugs/?15550 ___ 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 #16940] Appending ruler titles
Follow-up Comment #5, bug #16940 (project freeciv): Not that I tested the patch, but will xgettext treat the ruler titles as c-format? ___ Reply to this item at: http://gna.org/bugs/?16940 ___ 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 #16940] Appending ruler titles
Update of bug #16940 (project freeciv): Depends on: = patch #2109 ___ Reply to this item at: http://gna.org/bugs/?16940 ___ 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 #2109] 'struct government' cleanup
Update of patch #2109 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/patch/?2109 ___ 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 #16963] Missing and incorrect messages
Update of bug #16963 (project freeciv): Planned Release: = 2.2.4, 2.3.0 ___ Reply to this item at: http://gna.org/bugs/?16963 ___ 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 #16964] Mfg. Plant + electrical plant bonus does not match Help
Update of bug #16964 (project freeciv): Planned Release: = 2.2.4, 2.3.0 ___ Reply to this item at: http://gna.org/bugs/?16964 ___ 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 #16965] Solar Plant increases pollution
URL: http://gna.org/bugs/?16965 Summary: Solar Plant increases pollution Project: Freeciv Submitted by: log65536 Submitted on: Thursday 10/28/10 at 08:12 Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.3 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Having a Recycling Center + Solar Plant (without Factory and Mfg. Plant) does not reduce pollution from shields at all (should reduce by 66%, as is correctly reduced when the player sells the Solar Plant, or alternatively, newly builds a Factory). Anyway, reading the ruleset file, I think the way effects interact for the different kinds of plants is too complex and error-prone so would vote for a more radical simplification of the default rules. -- Many thanks to the developers for continuously improving my favorite game! ___ Reply to this item at: http://gna.org/bugs/?16965 ___ 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 #16965] Solar Plant increases pollution
Update of bug #16965 (project freeciv): Planned Release: = 2.2.4, 2.3.0 ___ Reply to this item at: http://gna.org/bugs/?16965 ___ 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 #16948] auth not working
Update of bug #16948 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16948 ___ 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 #16956] 'topology' doesn't match anymore numbers
Update of bug #16956 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16956 ___ 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 #2110] Second genlist cleanup and extension
Update of patch #2110 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2110 ___ 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 #16940] Appending ruler titles
Follow-up Comment #6, bug #16940 (project freeciv): Yep it's working, e.g. #: data/nation/azeri.ruleset:35 data/nation/bashkir.ruleset:24 #: data/nation/crimeantatar.ruleset:39 data/nation/kalmyk.ruleset:24 #: data/nation/kazakh.ruleset:24 data/nation/kyrgyz.ruleset:22 #: data/nation/mongol.ruleset:30 data/nation/tajik.ruleset:21 #: data/nation/tatar.ruleset:29 data/nation/turkmen.ruleset:22 #: data/nation/tuvan.ruleset:31 data/nation/uyghur.ruleset:28 #: data/nation/uzbek.ruleset:25 #, c-format msgid %s Khan msgstr ___ Reply to this item at: http://gna.org/bugs/?16940 ___ 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 #16963] Missing and incorrect messages
Follow-up Comment #1, bug #16963 (project freeciv): To add another one: The message for Diplomat stealing tech fires in the Technology: Learned from Great Library category instead of Diplomat Action: Theft. ___ Reply to this item at: http://gna.org/bugs/?16963 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev