[Freeciv-Dev] Contributing to freeciv

2011-03-26 Thread Miguel Bejar
Hey everyone,
I'm just looking to start helping out with the freeciv project, just
downloaded the trunk. I was wondering if anyone has a recommendation as to
where I can start out contributing, that would help me get a good
orientation to the source (mostly interested in server/ai, but open to
anything). Also, I'm a beginning open source contributor so any tips there
would also help out, too.

Thanks,
-Miguel
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[Freeciv-Dev] [bug #17949] Celebration under Despotism doesn't work

2011-03-26 Thread Jacob Nevins

Follow-up Comment #1, bug #17949 (project freeciv):

Do you happen to have the savegame?

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[Freeciv-Dev] [bug #17949] Celebration under Despotism doesn't work

2011-03-26 Thread Jacob Nevins

Follow-up Comment #2, bug #17949 (project freeciv):

Oh, never mind. In all the supplied rulesets, cities have to be a minimum
size of 3 to celebrate (celebrate_size_limit in cities.ruleset).

This is documented in the help (Cities  Happiness), although it doesn't
adapt to (hypothetical) rulesets where the limit is different / absent.

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[Freeciv-Dev] [bug #17911] HP_Regen effect for all bases

2011-03-26 Thread David Lowe

Follow-up Comment #6, bug #17911 (project freeciv):

I don't think we should go that far.  I'm okeh with minor repairs taking
place in the field, it's only a full regen that i'd restrict.

Note: freeciv is a Big Picture game and by design ignores lots of
nit-picking details.  This level of abstraction means we don't have to
consider how long a runway is at a given airbase, etc.  In the real world
smaller planes can and do operate from primitive bases, only going back to
larger facilities for an overhaul or major repair.  I've been at air bases
that are large enough to be cities unto themselves, and i've been at city
airports that don't offer much more than fuel.  However, i think the game is
probably better off without all these fiddly bits.

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[Freeciv-Dev] [bug #17931] Air units auto healted in case of auto return to base

2011-03-26 Thread David Lowe

Follow-up Comment #4, bug #17931 (project freeciv):

I'm guessing it was a response to bug #17911.  Unless i'm missing something,
it doesn't seem relevant to healing while flying back to base...

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[Freeciv-Dev] [bug #17949] Celebration under Despotism doesn't work

2011-03-26 Thread Brandon J. Van Every

Follow-up Comment #3, bug #17949 (project freeciv):

The minimum size is not mentioned in the Help and is not part of the
definition of celebration.

Cities with three or more citizens celebrate when at least half their
citizens are happy and none remain unhappy. The effects of celebration vary
depending on your government type; in the default ruleset:

 - Under Anarchy or Despotism, you will not suffer the normal production
penalty for tiles which produce more than 2 points of any resource (food,
production, or trade).

I had always thought that the minimum size was for *rapture*, not
celebration.  I'm reasonably certain I've applied celebration to cities of
size 1 or 2 in the past, and have gotten the Despotism penalties removed that
way.  Typically this is accomplished by founding the capital in a high
production location, researching Pottery as the 1st tech and building the
Hanging Gardens in the capital to take advantage of the 75% production bonus
of the capital under Despotism.

Perhaps the rule is misnamed in the ruleset, but the code used to check the
rule before rapture. Now it's checking before celebration.  I think the
rule should be named rapture_size_limit and should be handled accordingly.


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[Freeciv-Dev] [bug #17949] Celebration under Despotism doesn't work

2011-03-26 Thread Brandon J. Van Every

Follow-up Comment #4, bug #17949 (project freeciv):

My apologies, I'm an idiot and can't even read what I quote.  Missed that
with three or more citizens clause.  I would recommend that that text change
three to 3 so that the needed quantity is easier to spot.  If that number
can be read from the rulesets, that would be good too.

I still think distinguishing celebration from rapture would be worthwhile.  I
think this is the way the code actually behaved awhile ago.


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[Freeciv-Dev] [bug #17949] Built-in help is incorrect/confusing about celebration/rapture size limits

2011-03-26 Thread Jacob Nevins

Update of bug #17949 (project freeciv):

  Status:None = In Progress
 Assigned to:None = jtn
 Planned Release: = 2.3.0,2.4.0
 Summary: Celebration under Despotism doesn't work =
Built-in help is incorrect/confusing about celebration/rapture size limits

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Follow-up Comment #5:

 I had always thought that the minimum size was for *rapture*, 
 not celebration.
If it was ever so, it was a long time ago; I think the code's been this way
since at least 1.14.x (I haven't looked back further). (Unhelpfully, the
parameter used to be called rapture_size, but I think it behaved the same way
as today's celebrate_size_limit. Rapture _growth_ was controlled by the flag
G_RAPTURE_CITY_GROWTH, with no size attached.)

It would certainly be easy to come away with the impression that only rapture
growth has a size limit from the built-in government help, since only the
autogenerated text for rapture growth mentions a size limit.

It doesn't help matters that the autogenerated help thinks that the numeric
value for EFT_RAPTURE_GROW is a minimum size for rapture; this has no basis in
the actual game code (which treats it as a boolean flag). However, this
doesn't make a difference for the default ruleset, as EFT_RAPTURE_GROW ==
celebrate_size_limit, but I think it means the help lies about civ1/civ2. I
think this mistake crept in in r11319
http://svn.gna.org/viewcvs/freeciv?view=revrevision=11319 (PR#14755
http://bugs.freeciv.org/Ticket/Display.html?id=14755) which was cleaning up
the help after the introduction of effects (r10382
http://svn.gna.org/viewcvs/freeciv?view=revrevision=10382).

So, it's all a bit of a mess. I'll repurpose this bug to make the built-in
help more truthful / helpful.

What we could also do is make EFT_RAPTURE_GROW behave the way the help thinks
it does. With celebrate_size_limit=1, this would allow a custom ruleset to
behave the way you expected. However, it's rather late in the 2.3.x cycle to
change that (it could break existing custom rulesets), so it would have to be
a separate bug targeted at 2.4.0.

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[Freeciv-Dev] [patch #2607] Allow minimum city size for rapture growth to be greater than that for celebration

2011-03-26 Thread Jacob Nevins

URL:
  http://gna.org/patch/?2607

 Summary: Allow minimum city size for rapture growth to be
greater than that for celebration
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Mar 26 23:42:19 2011
Category: general
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0

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Details:

Spun out of bug #17949.
Before that fix, helpdata.c thought (incorrectly) that the numeric value of
EFT_RAPTURE_GROW was a minimum city size for rapture growth, and Brandon J.
Van Every was also expecting a different limit for rapture growth than for
celebration in general.

This patch makes this possible in a custom ruleset (but does not change the
supplied rulesets).
As a side effect, the AI should now be able to cope better with rulesets
where EFT_RAPTURE_GROW is not a player-wide effect.




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[Freeciv-Dev] [bug #17949] Built-in help is incorrect/confusing about celebration/rapture size limits

2011-03-26 Thread Jacob Nevins

Update of bug #17949 (project freeciv):

  Status: In Progress = Ready For Test 

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Additional Item Attachment:

File name: trunk-S2_3-help-rapture-fixes.diff Size:4 KB


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[Freeciv-Dev] [bug #17949] Built-in help is incorrect/confusing about celebration/rapture size limits

2011-03-26 Thread Jacob Nevins

Follow-up Comment #6, bug #17949 (project freeciv):

 What we could also do is make EFT_RAPTURE_GROW behave the 
 way the help thinks it does.
(This is now tracked separately as patch #2607.)

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[Freeciv-Dev] [bug #17699] Savegame loading calls building_advisor() outside advisor data phase

2011-03-26 Thread Jacob Nevins

Update of bug #17699 (project freeciv):

 Release: = 2.3.0-beta3

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Follow-up Comment #5:

I plan to commit file #12440 and file #12441 real soon now for beta4.

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[Freeciv-Dev] [patch #2119] Saka nation

2011-03-26 Thread Andrzej M. Gorzym

Follow-up Comment #2, patch #2119 (project freeciv):

Actual proposition for the Saka flag:
http://img844.imageshack.us/img844/1772/saka.png

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[Freeciv-Dev] [bug #17699] Savegame loading calls building_advisor() outside advisor data phase

2011-03-26 Thread Jacob Nevins

Update of bug #17699 (project freeciv):

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


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[Freeciv-Dev] [patch #2594] Polish translation for S 2_3

2011-03-26 Thread Jacob Nevins

Update of patch #2594 (project freeciv):

  Status:None = Done   
 Assigned to:None = jtn
 Open/Closed:Open = Closed 

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Follow-up Comment #5:

Since beta4 is planned to be released tomorrow, I've just committed file
#12691 to S2_3.

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[Freeciv-Dev] [patch #2597] Delete unmaintained native win32 client from svn

2011-03-26 Thread Jacob Nevins

Follow-up Comment #1, patch #2597 (project freeciv):

A quick experiment suggests that this will get rid of 91 messages on S2_3
(1.5%).

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