[Freeciv-Dev] [bug #17711] ai_auto_settler_init() causes immediate assert failure when server starts

2011-02-14 Thread Matthias Pfafferodt

Update of bug #17711 (project freeciv):

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


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[Freeciv-Dev] [bug #17728] assertion 'ai-phase_is_initialized' failed

2011-02-14 Thread Matthias Pfafferodt

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 ...

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[Freeciv-Dev] [bug #17684] Loading a savegame with rule locked displays an error

2011-02-14 Thread Matthias Pfafferodt

Follow-up Comment #3, bug #17684 (project freeciv):

updated patch; changes

* keep check if the setting is changeable


(file #12448, file #12449)
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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


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[Freeciv-Dev] [bug #17614] Tiles within city radius sometimes change workable status when some city changes size

2011-02-14 Thread Matthias Pfafferodt

Update of bug #17614 (project freeciv):

  Status:None = Invalid
 Open/Closed:Open = Closed 

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Follow-up Comment #4:

closed as requested

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[Freeciv-Dev] [patch #2493] Function headers to files in client/ main

2011-02-14 Thread Marko Lindqvist

Follow-up Comment #1, patch #2493 (project freeciv):

- Updated against current svn

(file #12450)
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[Freeciv-Dev] [bug #17670] Data phase not initialized for unleashed barbarians

2011-02-14 Thread Marko Lindqvist

Update of bug #17670 (project freeciv):

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


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[Freeciv-Dev] [patch #2484] Choose irrigation sprite ver 2

2011-02-14 Thread Andrzej

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)
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[Freeciv-Dev] [patch #2484] Choose irrigation sprite ver 2

2011-02-14 Thread Andrzej

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.

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[Freeciv-Dev] [bug #17732] GTK client displays slanted map

2011-02-14 Thread David Lowe

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.

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[Freeciv-Dev] [bug #17604] Did not find a cm solution in 10000 iterations for x

2011-02-14 Thread Marko Lindqvist

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)
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Re: [Freeciv-Dev] gtk3 client

2011-02-14 Thread David Lowe
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.
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[Freeciv-Dev] [bug #17255] limit loops in cm.c

2011-02-14 Thread Marko Lindqvist

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.

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[Freeciv-Dev] [patch #2508] Disable automatic selection of Qt-client

2011-02-14 Thread Marko Lindqvist

Update of patch #2508 (project freeciv):

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


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[Freeciv-Dev] [bug #17255] limit loops in cm.c

2011-02-14 Thread Matthias Pfafferodt

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 ...)

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[Freeciv-Dev] [bug #17604] Did not find a cm solution in 10000 iterations for x

2011-02-14 Thread Matthias Pfafferodt

Follow-up Comment #3, bug #17604 (project freeciv):

That's OK - but I think there should be a limit!

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[Freeciv-Dev] [bug #17732] GTK client displays slanted map

2011-02-14 Thread HanduMan

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).


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[Freeciv-Dev] [bug #17737] killunhomed server option is unusable

2011-02-14 Thread HanduMan

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: 

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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.




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[Freeciv-Dev] [patch #2502] Function headers to files in manual/

2011-02-14 Thread Marko Lindqvist

Update of patch #2502 (project freeciv):

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


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[Freeciv-Dev] [bug #17737] killunhomed server option is unusable

2011-02-14 Thread Jacob Nevins

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.

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[Freeciv-Dev] [patch #2523] savegame2: remove compat_load/save_020300() functions

2011-02-14 Thread Jacob Nevins

Update of patch #2523 (project freeciv):

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


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[Freeciv-Dev] [bug #17700] auto_arrange_workers() memory leak

2011-02-14 Thread Marko Lindqvist

Update of bug #17700 (project freeciv):

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


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[Freeciv-Dev] [bug #17705] helpdata text for EFT_FORCE_CONTENT should have singular/plural

2011-02-14 Thread Jacob Nevins

Update of bug #17705 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 
 Release: = 2.2.4,2.3.0-beta3  


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[Freeciv-Dev] [bug #17737] killunhomed server option is unusable

2011-02-14 Thread Matthias Pfafferodt

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 ...

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[Freeciv-Dev] [patch #2533] Do not use deprecated GtkTooltips

2011-02-14 Thread Marko Lindqvist

Update of patch #2533 (project freeciv):

  Depends on: = patch #2530


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[Freeciv-Dev] [patch #2534] Do not use deprecated gtk_pixmap_new()

2011-02-14 Thread Marko Lindqvist

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

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Details:

This patch replaces deprecated gtk_pixmap_new() (the only function of
deprecated gtk_pixmap family used) with modern constructs.



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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

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[Freeciv-Dev] [patch #2534] Do not use deprecated gtk_pixmap_new()

2011-02-14 Thread Marko Lindqvist

Update of patch #2534 (project freeciv):

  Depends on: = patch #2530


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[Freeciv-Dev] [patch #2535] Do not use deprecated gtk_menu_item_remove_submenu()

2011-02-14 Thread Marko Lindqvist

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

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Details:

This patch replaces deprecated gtk_menu_item_remove_submenu() calls with
gtk_menu_item_set_submenu(... NULL)



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---
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

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[Freeciv-Dev] [patch #2535] Do not use deprecated gtk_menu_item_remove_submenu()

2011-02-14 Thread Marko Lindqvist

Update of patch #2535 (project freeciv):

  Depends on: = patch #2530


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[Freeciv-Dev] [task #7334] Make copy of gtk2-client as base for gtk3-client development

2011-02-14 Thread Marko Lindqvist

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

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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.





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[Freeciv-Dev] [task #7334] Make copy of gtk2-client as base for gtk3-client development

2011-02-14 Thread Marko Lindqvist

Update of task #7334 (project freeciv):

  Depends on: = patch #2533


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[Freeciv-Dev] [task #7334] Make copy of gtk2-client as base for gtk3-client development

2011-02-14 Thread Marko Lindqvist

Update of task #7334 (project freeciv):

  Depends on: = patch #2534


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[Freeciv-Dev] [task #7334] Make copy of gtk2-client as base for gtk3-client development

2011-02-14 Thread Marko Lindqvist

Update of task #7334 (project freeciv):

  Depends on: = patch #2535


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[Freeciv-Dev] [task #7246] Publish Amplio for 2.3 as stand-alone package

2011-02-14 Thread Marko Lindqvist

Follow-up Comment #1, task #7246 (project freeciv):

Should be made available via freeciv-modpack.

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[Freeciv-Dev] [bug #17732] GTK client displays slanted map

2011-02-14 Thread Brandon J. Van Every

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.


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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-14 Thread Brandon J. Van Every

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.



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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

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[Freeciv-Dev] Fwd: 9PM FREECIV SERVER UP

2011-02-14 Thread Stephen Legate
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

2011-02-14 Thread Brandon J. Van Every

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?


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