[Freeciv-Dev] [bug #17711] ai_auto_settler_init() causes immediate assert failure when server starts
Update of bug #17711 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17711 ___ 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 #17728] assertion 'ai-phase_is_initialized' failed
Follow-up Comment #6, bug #17728 (project freeciv): This is probably newly introduced bug #17711. committed now; Thus there should be no more errors on game start ... ___ Reply to this item at: http://gna.org/bugs/?17728 ___ 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 #17684] Loading a savegame with rule locked displays an error
Follow-up Comment #3, bug #17684 (project freeciv): updated patch; changes * keep check if the setting is changeable (file #12448, file #12449) ___ Additional Item Attachment: File name: 20110214-S2_3-fix-error-message-for-locked-settings.patch Size:8 KB File name: 20110214-trunk-fix-error-message-for-locked-settings.patch Size:9 KB ___ Reply to this item at: http://gna.org/bugs/?17684 ___ 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 #17614] Tiles within city radius sometimes change workable status when some city changes size
Update of bug #17614 (project freeciv): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #4: closed as requested ___ Reply to this item at: http://gna.org/bugs/?17614 ___ 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 #2493] Function headers to files in client/ main
Follow-up Comment #1, patch #2493 (project freeciv): - Updated against current svn (file #12450) ___ Additional Item Attachment: File name: FuncHdrsClient_2493-2.diff.bz2 Size:6 KB ___ Reply to this item at: http://gna.org/patch/?2493 ___ 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 #17670] Data phase not initialized for unleashed barbarians
Update of bug #17670 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17670 ___ 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 #2484] Choose irrigation sprite ver 2
Follow-up Comment #3, patch #2484 (project freeciv): New patch version. Removed usage of terrain plains. Seems to be doing nothing. Allows use of phrase 'irrigation_sprite = tx.s_some_sprite' or 'irrigation_sprite = tx.some_sprite' in tilespec files. Default sprites are family of 'tx.s_irrigation_%s' If the above is not present, 'tx.irrigation' is used instead. (file #12452) ___ Additional Item Attachment: File name: IrrigationSpriteChoose2.diff Size:6 KB ___ Reply to this item at: http://gna.org/patch/?2484 ___ 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 #2484] Choose irrigation sprite ver 2
Follow-up Comment #4, patch #2484 (project freeciv): BTW: Mountain sprites don't have any default name. They use the 'mountains' terrain sprite (if specified) as base tile. ___ Reply to this item at: http://gna.org/patch/?2484 ___ 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 #17732] GTK client displays slanted map
Follow-up Comment #1, bug #17732 (project freeciv): Perhaps this is not an issue with the server, but the tileset? Try loading the Trident tileset and see if that doesn't give the behavior you desire. With the game started, select Game - Options - Local client, then Graphics - Tileset. ___ Reply to this item at: http://gna.org/bugs/?17732 ___ 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 #17604] Did not find a cm solution in 10000 iterations for x
Follow-up Comment #2, bug #17604 (project freeciv): For special cases (big city radii Error message appears constantly when running autogames for default ruleset. Not only does it pollute logs, but I suspect this limitation to severely harm AI. Attached patch increases limit to 25000. (file #12453) ___ Additional Item Attachment: File name: CmLoops25000_17604.diffSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?17604 ___ 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] gtk3 client
On 13 Feb, 2011, at 5:38 PM, Marko Lindqvist wrote: Idea in that transition guide is that there will be gtk3 only application in the end, requiring gtk 3.0.0 at least, i.e. , it has no problem of not being backward compatible with *any* gtk2 version. We can increase our minimum gtk2 version somewhat, but not all the way up to last gtk2 release. In fact I would continue to be fairly conservative with increasing minimum version. Once we have both gtk3 and gtk2 clients, the only reason for continued existence of gtk2-client is its compatibility with older systems without gtk3. We should not make that two limited target group (as only those with gtk 2.22.0 - 2.24.0) After investigating this and fiddling with ideas, I now have a plan like this: - Fix those gtk3 compatibility problems that you can without breaking compatibility with versions earlier than x in current gtk2-client. x is to be decided.;Ubuntu Dapper has gtk 2.8, but Dapper will not be supported any more by the time Freeciv 2.4 will be released. More relevant reference is probably Ubuntu Hardy, which has gtk 2.12. - Copy gtk2-client as starting point of gtk3-client development - Make gtk3-client actually gtk2 2.24.0 (latest gtk2 release) client that uses no deprecated constructs - Make switch to actual gtk3 with gtk3-client The plan looks good to me. I'll share what i read on the GTK-OSX mail list. As far as linux distros go, i expect we'll get pushed forward on one end, and pulled back on the other. On the one hand, whatever Ubuntu release comes after Natty will probably have both GTK 3 and GTK 2. However, within a year of that [whichever release starts with 'Q'] they will complain about having to include packages they deem as obsolete. On the other hand, Debian 6 was just released with GTK 2 and an expected lifetime of another three years. Additionally, they still have GTK2 in their testing branch - though that may be due to a general lack of packages with GTK 3 support right now. Sent from my MacBookPro Don't be hesitant. Digital electronics can smell fear. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17255] limit loops in cm.c
Follow-up Comment #6, bug #17255 (project freeciv): Further investigation should that the loop will not be broken if the food supply is not enough When was such a bug introduced? It could not have existed long as I never saw any game to get stuck in infinite loop because of this, and negative food surplus is not that rare situation in ai cities for a number of reasons. ___ Reply to this item at: http://gna.org/bugs/?17255 ___ 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 #2508] Disable automatic selection of Qt-client
Update of patch #2508 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2508 ___ 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 #17255] limit loops in cm.c
Follow-up Comment #7, bug #17255 (project freeciv): Try playing a game with larger city radii. If you have such a city there the cm can't fullfill the food need, the cm loop will need more and more iterations (till I killed the server ...) ___ Reply to this item at: http://gna.org/bugs/?17255 ___ 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 #17604] Did not find a cm solution in 10000 iterations for x
Follow-up Comment #3, bug #17604 (project freeciv): That's OK - but I think there should be a limit! ___ Reply to this item at: http://gna.org/bugs/?17604 ___ 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 #17732] GTK client displays slanted map
Follow-up Comment #2, bug #17732 (project freeciv): The diagonal square outline appears on the minimap because the map topology specified at the start of game is not compatible with currently selected tileset. More specificly, it's the 'Isometric' option that makes the difference. 2.3.0-beta3 is shipped with four tilesets. * If you define your map as Isometric and not Hexagonal, you should choose Amplio2 or Isotrident for tileset. * If the map is not Isometric nor Hexagonal then Trident is the right one. * If both Isometric and Hexagonal are checked you should use the Isophex tileset. * There is no suitable tileset for non-Isometric Hexagonal map shipped with this beta version (although such tilesets exist). ___ Reply to this item at: http://gna.org/bugs/?17732 ___ 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 #17737] killunhomed server option is unusable
URL: http://gna.org/bugs/?17737 Summary: killunhomed server option is unusable Project: Freeciv Submitted by: handuman Submitted on: Mon Feb 14 21:16:52 2011 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0-beta3 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Version 2.3 introduces new server option 'killunhomed' which is practically unusable. That is because all starter units are 'homeless' and the game prevents them to be 'homed'. So they will eventually die when the hitpoints run off and there's nothing you can do about it. ___ Reply to this item at: http://gna.org/bugs/?17737 ___ 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 #2502] Function headers to files in manual/
Update of patch #2502 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2502 ___ 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 #17737] killunhomed server option is unusable
Follow-up Comment #1, bug #17737 (project freeciv): I feared such a thing -- I recalled that the UI prevents you from accidentally rehoming homeless units (which you never want to do, without killunhomed) -- but I hadn't confirmed it. What is the motivation behind the killunhomed setting? It came in in patch #1501, but that just says it came from Longturn. Understanding that may help craft a response to this bug. For instance, we could allowing rehoming homeless units iff killunhomed is set. ___ Reply to this item at: http://gna.org/bugs/?17737 ___ 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 #2523] savegame2: remove compat_load/save_020300() functions
Update of patch #2523 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2523 ___ 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 #17700] auto_arrange_workers() memory leak
Update of bug #17700 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17700 ___ 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 #17705] helpdata text for EFT_FORCE_CONTENT should have singular/plural
Update of bug #17705 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed Release: = 2.2.4,2.3.0-beta3 ___ Reply to this item at: http://gna.org/bugs/?17705 ___ 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 #17737] killunhomed server option is unusable
Follow-up Comment #2, bug #17737 (project freeciv): Version 2.3 introduces new server option 'killunhomed' which is practically unusable. That is because all starter units are 'homeless' and the game prevents them to be 'homed'. So they will eventually die when the hitpoints run off and there's nothing you can do about it. This is exactly that this option is for - it should kill the start units so that the player is forced to build its own units. In longturn (especially the experimental longturn games) new players starts with lots of units to have a chance agains the established players. With this option they have to get their own base to keep alive ... ___ Reply to this item at: http://gna.org/bugs/?17737 ___ 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 #2533] Do not use deprecated GtkTooltips
Update of patch #2533 (project freeciv): Depends on: = patch #2530 ___ Reply to this item at: http://gna.org/patch/?2533 ___ 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 #2534] Do not use deprecated gtk_pixmap_new()
URL: http://gna.org/patch/?2534 Summary: Do not use deprecated gtk_pixmap_new() Project: Freeciv Submitted by: cazfi Submitted on: Tue 15 Feb 2011 03:31:25 AM EET Category: client-gtk-2.0 Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.4.0 ___ Details: This patch replaces deprecated gtk_pixmap_new() (the only function of deprecated gtk_pixmap family used) with modern constructs. ___ File Attachments: --- Date: Tue 15 Feb 2011 03:31:25 AM EET Name: DeprGtkPixmap.diff Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=12456 ___ Reply to this item at: http://gna.org/patch/?2534 ___ 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 #2534] Do not use deprecated gtk_pixmap_new()
Update of patch #2534 (project freeciv): Depends on: = patch #2530 ___ Reply to this item at: http://gna.org/patch/?2534 ___ 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 #2535] Do not use deprecated gtk_menu_item_remove_submenu()
URL: http://gna.org/patch/?2535 Summary: Do not use deprecated gtk_menu_item_remove_submenu() Project: Freeciv Submitted by: cazfi Submitted on: Tue 15 Feb 2011 03:45:12 AM EET Category: client-gtk-2.0 Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.4.0 ___ Details: This patch replaces deprecated gtk_menu_item_remove_submenu() calls with gtk_menu_item_set_submenu(... NULL) ___ File Attachments: --- Date: Tue 15 Feb 2011 03:45:12 AM EET Name: DeprRemoveSubmenu.diff Size: 652B By: cazfi http://gna.org/patch/download.php?file_id=12457 ___ Reply to this item at: http://gna.org/patch/?2535 ___ 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 #2535] Do not use deprecated gtk_menu_item_remove_submenu()
Update of patch #2535 (project freeciv): Depends on: = patch #2530 ___ Reply to this item at: http://gna.org/patch/?2535 ___ 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] [task #7334] Make copy of gtk2-client as base for gtk3-client development
URL: http://gna.org/task/?7334 Summary: Make copy of gtk2-client as base for gtk3-client development Project: Freeciv Submitted by: cazfi Submitted on: Tue 15 Feb 2011 03:52:48 AM EET Should Start On: Tue 15 Feb 2011 12:00:00 AM EET Should be Finished on: Tue 15 Feb 2011 12:00:00 AM EET Category: None Priority: 5 - Normal Status: None Privacy: Public Percent Complete: 0% Assigned to: cazfi Open/Closed: Open Discussion Lock: Any Effort: 0.00 Planned Release: 2.4.0 ___ Details: Our current gtk3 migration plan is: 1. Make current gtk2 client not to use any constructs that were deprecated already in 2.12. Do this in a way that keeps code compatible with 2.12. 2. Copy gtk2-client as starting point of gtk3-client development 3. Make gtk3-client actually gtk2 2.24.0 (latest gtk2 release) client that uses no deprecated constructs 4. Make switch to actual gtk3 with gtk3-client This task is point 2 in the list. This ticket should depend on all patches for step 1. ___ Reply to this item at: http://gna.org/task/?7334 ___ 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] [task #7334] Make copy of gtk2-client as base for gtk3-client development
Update of task #7334 (project freeciv): Depends on: = patch #2533 ___ Reply to this item at: http://gna.org/task/?7334 ___ 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] [task #7334] Make copy of gtk2-client as base for gtk3-client development
Update of task #7334 (project freeciv): Depends on: = patch #2534 ___ Reply to this item at: http://gna.org/task/?7334 ___ 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] [task #7334] Make copy of gtk2-client as base for gtk3-client development
Update of task #7334 (project freeciv): Depends on: = patch #2535 ___ Reply to this item at: http://gna.org/task/?7334 ___ 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] [task #7246] Publish Amplio for 2.3 as stand-alone package
Follow-up Comment #1, task #7246 (project freeciv): Should be made available via freeciv-modpack. ___ Reply to this item at: http://gna.org/task/?7246 ___ 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 #17732] GTK client displays slanted map
Follow-up Comment #3, bug #17732 (project freeciv): The defaults on Windows 2.3.0-beta3 are Isometric, not Hexagonal, and Amplio2. The diagonal square outline appears, as well as the NW to SE orientation. The defaults on Windows 2.2.4 are a numerical Map Topology Index of 5 and a plain Amplio tileset. The square and polar orientation are screen aligned, as they should be. Beta3 is incorrect compared to the stable release. Either the tileset could be blamed, or the new option selection mechanism, I don't know which. ___ Reply to this item at: http://gna.org/bugs/?17732 ___ 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 #17740] migration disbands city
URL: http://gna.org/bugs/?17740 Summary: migration disbands city Project: Freeciv Submitted by: bvanevery Submitted on: Tue 15 Feb 2011 05:46:11 AM GMT Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0-beta3 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: I'm playing beta3 with the experimental ruleset. I have a size 2 city that's building a settler. I have not activated the disband if build settler at size 1 option. When the settler is built, the city drops to size 1. Then people migrate to my nearby capital, disbanding the city. I don't think this behavior should be allowed. Outpost cities extend the boundary of the empire, allow observation of trespassers, use resources that are not currently available to a larger nearby city, may have a coastal outlet where a larger nearby city has none, may produce a stream of settlers at a usefully productive rate, and may have a barracks or a city wall. Just disbanding my cities willy nilly is really irritating. I think it is reasonable for migration to reduce a city's population to 1, but no more. ___ File Attachments: --- Date: Tue 15 Feb 2011 05:46:11 AM GMT Name: losesetter.sav.gz Size: 38kB By: bvanevery http://gna.org/bugs/download.php?file_id=12458 ___ Reply to this item at: http://gna.org/bugs/?17740 ___ 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] Fwd: 9PM FREECIV SERVER UP
Hi. As you can see from the below conversation, connecting Freeciv players across the net is not as easy and obvious as RTFMing would have one believe. We get a lot of operation completed successfullys, but no launched clients. Are we missing a simple piece? I've left my server running and accessible via Metaserver (...il.comcast.net...). Can YOU connect to the game? Why or why not? Thanks for any help, -Steve Legate -- Forwarded message -- From: Stephen Legate chund...@gmail.com Date: Mon, Feb 14, 2011 at 12:59 PM Subject: Re: 9PM FREECIV SERVER UP To: David Legate daveyga...@gmail.com Cc: Kevin Smith ksmith6...@gmail.com, Randy Schumaker ra...@thectg.com, John Thong jth...@sbcglobal.net OK, here's the process, as near as I can figure. Please *TEST THIS TODAY IF YOU CAN*. 1) Start FreeCiv. 2) Click Connect to Network Game 3) Click on ...Metaserver... (forget exact wording) tab. 4) Find the server on the list that has .il.comcast.net in it. That's me! 5) MAGIC** 6) Type a message in the chat, letting me know who you are (if it's not obvious). MAGIC** = some combination of : - click on server in server list - click on AI slot in bottom-right list - click Connect I have actually gotten it to work. *If you get to a point where BOTH the server AND the AI slot are highlighted, and click connect, it connects.* I think the software does a very BAD job of giving you visual cues that let you know whether you've clicked in the right place or not, and whether you should be waiting or proceeding. And the documentation is laughably deficient. sigh... indeed. The travails of free software. -sl On Sun, Feb 13, 2011 at 10:38 PM, David Legate daveyga...@gmail.com wrote: Well ... I found your entry on the metaserver list, clicked on it, made my name daveygater (password lines still stippled-out), clicked on ai 1, and clicked on connect ... still just got operation succesful notice but nothing else. BTW, http://www.whatsmyip.org/ to find out the IP address of the current internet connection for your computer. On Sun, Feb 13, 2011 at 11:18 PM, Stephen Legate chund...@gmail.comwrote: Mmmkay. FAIL. Wow; a lot harder than it should be. I've figured out how to get my server published on the Internet Metaserver tab. If you get a chance in the next hour or so, see if you can connect to it. (It's the only server on the list with il.comcast.net in the name). I'm going to do the dishes, then I'll check back. If you successfully connect, type something cute in chat; obviously we won't get the game started tonight. But maybe next time I can provide step-by-step instructions. Or we could all drop $40 on Civ 5. Eh... -sl On Sun, Feb 13, 2011 at 9:10 PM, Stephen Legate chund...@gmail.comwrote: NEWSFLASH: try 24.13.141.172 port 5556 On Sun, Feb 13, 2011 at 9:06 PM, Stephen Legate chund...@gmail.comwrote: Obviously, folks are having trouble connecting. David and I are talking now. Please consult the Freeciv client manual and/or standby. The 192. address may not work; try: 68.87.72.134 On Sun, Feb 13, 2011 at 9:02 PM, Kevin Smith ksmith6...@gmail.cmwrote: How do you connect to that port? On Sun, Feb 13, 2011 at 8:49 PM, Stephen Legate chund...@gmail.comwrote: Connect to 192.168.0.105 port 5556 ( I think) 5 slots total available. e-me or call 773-480-5233 if you can't connect... -sl On Sun, Feb 13, 2011 at 7:14 PM, Randy Schumaker ra...@thectg.comwrote: I'm stuck at Ohare but i probably won't get on the 20:07 flight so I should be back home by 9pm Randy Schumaker Director of Information Systems Newmark Knight Frank | Frederick Ross (312) 287-9873 cell (303) 260-4322 work On Feb 13, 2011, at 7:03 PM, Kevin Smith ksmith6...@gmail.com wrote: I should be in for 9 pm tonight Kevin Smith 312-375-8603 Priority Associates Sent from my iPhone On Feb 11, 2011, at 10:16 PM, Stephen Legate chund...@gmail.com chund...@gmail.com wrote: Does 9pm CST on 2/13 work for everybody? -sl On Fri, Feb 11, 2011 at 2:43 PM, John Thong jth...@sbcglobal.netjth...@sbcglobal.net jth...@sbcglobal.net wrote: I can do the following: 9pm on 2/12 9pm on 2/13 -- *From:* Stephen Legate chund...@gmail.com chund...@gmail.com chund...@gmail.com *To:* KEVIN SMITH ksmith6...@gmail.com ksmith6...@gmail.com ksmith6...@gmail.com; Randy Schumaker ra...@thectg.comra...@thectg.com ra...@thectg.com; John Thong jth...@sbcglobal.netjth...@sbcglobal.net jth...@sbcglobal.net; David Legate daveyga...@gmail.comdaveyga...@gmail.com daveyga...@gmail.com *Sent:* Thu, February 10, 2011 9:17:27 PM *Subject:* FreeCiv Prep! Cool! 5 players would make a pretty good game. Comments and discussion: *Kev said:* *** but it does look similar to Settlers of Catan so I will give it a shot*. Hmmm. Yes and no, but mostly no. ;^) It does involve settlers, and industry and such. But also
[Freeciv-Dev] [bug #17740] migration disbands city
Follow-up Comment #1, bug #17740 (project freeciv): And it's doubly annoying when a few turns later, those migrating citizens die of plague in an overpopulated city. What exactly were they migrating for? Better opportunities for finger rot? ___ Reply to this item at: http://gna.org/bugs/?17740 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev