[Freeciv-Dev] [bug #17959] wish: add req that take in consideration other units on the same tile

2011-03-27 Thread Angelo Locritani

URL:
  

 Summary: wish: add req that take in consideration other
units on the same tile
 Project: Freeciv
Submitted by: alocritani
Submitted on: lun 28 mar 2011 06:56:48 GMT
Category: general
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

It would be nice having a requisites that check the presence of other unit on
the same tile.
In this way would be possible to create an effect like


[effect_medic_hp_regen]
name= "HP_Regen"
value   = 25
reqs=
{ "type", "name", "range"
  "UnitFlag", "Medic", "Tile"
}


in order to let a unit to heal quicker when a unit with flag "Medic" is on
the same tile.

At the moment also this effect doesn't work


[effect_medic_hp_regen]
name= "HP_Regen"
value   = 25
reqs=
{ "type", "name", "range"
  "UnitFlag", "Medic", "Adjacent"
  "UnitClass", "Land", "Local"
}






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[Freeciv-Dev] [bug #17958] Auto-Explore command not available for Trireme unit-class

2011-03-27 Thread Angelo Locritani

URL:
  

 Summary: Auto-Explore command not available for Trireme
unit-class
 Project: Freeciv
Submitted by: alocritani
Submitted on: lun 28 mar 2011 06:50:52 GMT
Category: general
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: GNU/Linux
 Planned Release: 

___

Details:

Using experimental ruleset, the auto-explore command is not available for the
trireme unit.
I suppose it's related to the unit-class and not the single unit, because
with default ruleset this command works normally.




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Re: [Freeciv-Dev] Joining development team

2011-03-27 Thread David Lowe
On 27 Mar, 2011, at 6:32 PM, Daniel Markstedt wrote:

> The points you raise in this email is for the whole Freeciv community
> to discuss. As such, I'm forwarding this to the freeciv-dev at gna.org
> mailing list.



>> How about combining those elements in 1 game..
>> Fast!
>> 3D!
>> Tech-Tree reality orientated!
>> For those who like micro managing war battles, a 3d scenery for the big
>> important battles!

Here are my thoughts, whether or not they are worth anything:

* Fast; sure, fast is good.
* 3D; personally i find 3D to more of a distraction than a benefit.
* Tech-Tree; this sounds good, and shouldn't need more than a new ruleset to 
implement.
* micro managing war battles; i'm not sure there's a practical way to reconcile 
this with online play.  Put together a proof of concept, and we'll go from 
there.

Sent from my MacBookPro

If you're not making waves, you're not rowing the boat.
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[Freeciv-Dev] [task #7365] Mac packages for 2.3.0-beta4

2011-03-27 Thread Daniel Markstedt

Update of task #7365 (project freeciv):

 Assigned to:None => bitaxis


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[Freeciv-Dev] [task #7366] Windows packages for 2.3.0-beta4

2011-03-27 Thread Daniel Markstedt

URL:
  

 Summary: Windows packages for 2.3.0-beta4
 Project: Freeciv
Submitted by: dmarks
Submitted on: Sun 27 Mar 2011 06:53:53 PM PDT
 Should Start On: Sun 27 Mar 2011 12:00:00 AM PDT
   Should be Finished on: Sun 27 Mar 2011 12:00:00 AM PDT
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
Percent Complete: 0%
 Assigned to: None
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00
 Planned Release: 

___

Details:






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[Freeciv-Dev] [task #7365] Mac packages for 2.3.0-beta4

2011-03-27 Thread Daniel Markstedt

URL:
  

 Summary: Mac packages for 2.3.0-beta4
 Project: Freeciv
Submitted by: dmarks
Submitted on: Sun 27 Mar 2011 06:53:34 PM PDT
 Should Start On: Sun 27 Mar 2011 12:00:00 AM PDT
   Should be Finished on: Sun 27 Mar 2011 12:00:00 AM PDT
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
Percent Complete: 0%
 Assigned to: None
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00
 Planned Release: 

___

Details:






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[Freeciv-Dev] [task #7345] Mac packages for 2.2.5

2011-03-27 Thread Daniel Markstedt

Update of task #7345 (project freeciv):

  Status:None => Done   
 Open/Closed:Open => Closed 


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Re: [Freeciv-Dev] Joining development team

2011-03-27 Thread Daniel Markstedt
Hi Vincent,

The points you raise in this email is for the whole Freeciv community
to discuss. As such, I'm forwarding this to the freeciv-dev at gna.org
mailing list.

Regards,

Daniel Markstedt

On Wed, Feb 9, 2011 at 11:55 PM, me  wrote:
> Dear Sir,
>
> I love strategy games like Civilization, Supreme Ruler 2020, Europa
> Universalis, Medieval Total War..
>
> I can point out the things I like about them, but I guess as strategy gamer
> yourself you already know,
> so I'll point out differences between them.
>
> Civilization covers a large time span from 4000BC to 2100 AD. It's less
> combat orientated but more in
> the sense of building cities/country while maintaining a nice combat force
> to conquer and expand.
> not many tech, not much reality related, as close to make it look real, but
> not really.
>
> SSupreme ruler 2020 is mostly combat tactics orientated on the large scale,
> continent/country wise,
> it's not about building up your country, industries(well some raw buildup)
> but mostly getting your
> army effective, conquer and win. It has a very small time span to play, but
> technological advancement
> is very close to reality, each new development doesn't give you HUGE MEGA
> boosts as in civ(which in
> real life is the case for most techs, only few major breakthroughs are
> really that much a difference, mostly
> covered in civilization) but supreme ruler also includes the minor changes..
> it has thousands of unique units for each country..
> it maintains fast playable even on a large map of thousands of tiles..
> it has sophisticated supply lines, and combat tactics including very
> sophisticated politics, economics, trade
>
> Europe Universalis plays combats not as single units, but in the sense of
> battle groups, also it's lands are
> not hex based, but area based.. you conquer not per tile, but per area.. it
> is also from the time span limited
> but not as supreme ruler 2020 in the modern age, but europe between the dark
> ages and enlightning..
>
> Medieval Total war, kinda same, not as great as civ of course, but it has a
> nice feature, allowing you
> to play combats on battle fields in a 3d scene.. Youi can choose auto-AI for
> battles(civ style) but can
> also go into the game, using the trees, forest, hills, rivers, walls, wind
> etc for your combat advantages,
> or disadvantages.. ie. a smart player can win even of an inferior opponent
> by using the natural elements
> smart or keep your army in the proper formation..
>
>
> well, I think you can feel what I'm aiming at?
> How about combining those elements in 1 game..
> Fast!
> 3D!
> Tech-Tree reality orientated!
> For those who like micro managing war battles, a 3d scenery for the big
> important battles!
> etc etc...
>
> Now the point is, I and some friends of mine do know programming in c++  and
> c#, we'd prefer to go
> for c++ as it will be faster, and where thinking about porting freeciv in a
> 3d environment..
>
> since the job will be huge and take years of development, we need dedicated
> people to help us,
> or we can help, anyway, to be sure the project won't die.
> In your freeciv community we have these people...
>
> So the idea was, we put a nice 3d engine over freeciv, while you guys keep
> maintaining the good work
> you've done, and based on that, we can create a new freeciv 3
>
> I saw many people work on freeciv, but I'm not sure what is your goal,
> objectives,
> and if you would agree to our idea of an "ultimate" freeciv3d
> advancted combat tactics
> advanced 3d landscape with 3d effects on battle outcome
> advanced economics, instead of civ non realistic rules..
> supply lines
>
> also we want advanced resource systems..
> resources placed on an earth map like in reality,
> and advance international trading system like in reality with supply and
> demand making the price
> resources needed as per tonnage, barrel, etc..
> raw resources (oil) needs to be refined to get other resources.. gasoline,
> monomer, etc..
> those on their turn can be turned into plastics, etc..
>
> the idea is, the resources on the planet are limited as in reality..
> BUT, as you gain future techs, you get recycling, you can go dig in your
> waste deposits..
> energy economy will slowly turn to solar, Hydrogen, etc..
>
>
> In short:"we want a true civilization simulation in a nice 3 d package"
>
> Now the question is:would your team members be interested leveling freeciv
> up to the next dimension,
> or does this go beyond the objectives of the freeciv community?
>
> Yours faithfully,
> Vincent Veldman
>
>
>

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[Freeciv-Dev] Fourth beta of Freeciv 2.3.0

2011-03-27 Thread Daniel Markstedt
The fourth beta of Freeciv 2.3.0 is now available for download.

This release fixes a variety of stability and gameplay bugs in the
previous beta.

Download the source code tarball from a mirror:

http://download.gna.org/freeciv/beta/
https://sourceforge.net/projects/freeciv/files/Freeciv%202.3/2.3.0-beta4/

Read the changelog at

http://www.freeciv.org/wiki/NEWS-2.3.0-beta4

Enjoy the release!

On behalf of the Freeciv Dev Team,

Daniel Markstedt

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

2011-03-27 Thread Andrzej M. Gorzym

Follow-up Comment #4, patch #2119 (project freeciv):

Yes, but I'm not sure if it will work. I'm sorry, but I do not know yet too
well on vector graphics...

(file #12732)
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Additional Item Attachment:

File name: saka.svg   Size:32 KB


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[Freeciv-Dev] [bug #17957] Much code cruft in flag svg sources

2011-03-27 Thread Daniel Markstedt

URL:
  

 Summary: Much code cruft in flag svg sources
 Project: Freeciv
Submitted by: dmarks
Submitted on: Sun 27 Mar 2011 03:19:27 PM PDT
Category: None
Severity: 2 - Minor
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Most of our flag svg code has been generated (or modified) by Inkscape or
Sodipodi, resulting in a massive amount of svg code cruft. These files would
benefit from some hand-optimization.

See mali_ancient.svg for an example of an optimized svg file.




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[Freeciv-Dev] [patch #2608] Colors in African flags

2011-03-27 Thread Daniel Markstedt

URL:
  

 Summary: Colors in African flags
 Project: Freeciv
Submitted by: dmarks
Submitted on: Sun 27 Mar 2011 03:12:11 PM PDT
Category: art
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch tweaks the colors in several African nation flags.

Please excuse the Inkscape generated noise in the svg sources.



___

File Attachments:


---
Date: Sun 27 Mar 2011 03:12:11 PM PDT  Name: trunk-african_flag_colors.diff 
Size: 41kB   By: dmarks



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[Freeciv-Dev] [patch #2606] Alsatian nation

2011-03-27 Thread J.M. Maalderink

Update of patch #2606 (project freeciv):

  Status: In Progress => Ready For Test 


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[Freeciv-Dev] [patch #2605] Equatoguinean nation

2011-03-27 Thread J.M. Maalderink

Update of patch #2605 (project freeciv):

  Status: In Progress => Ready For Test 


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[Freeciv-Dev] [patch #2603] Liberian nation

2011-03-27 Thread J.M. Maalderink

Update of patch #2603 (project freeciv):

  Status: In Progress => Ready For Test 


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[Freeciv-Dev] [patch #2604] Mauritanian nation

2011-03-27 Thread J.M. Maalderink

Update of patch #2604 (project freeciv):

  Status: In Progress => Ready For Test 


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[Freeciv-Dev] [patch #2602] Belizean nation

2011-03-27 Thread J.M. Maalderink

Update of patch #2602 (project freeciv):

  Status: In Progress => Ready For Test 


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[Freeciv-Dev] [patch #2601] Zanzibari nation

2011-03-27 Thread J.M. Maalderink

Update of patch #2601 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #2:

Yes, that's ok. Of course I'll also add Zanzibaris as a civil war nation for
the Omanis.

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

2011-03-27 Thread J.M. Maalderink

Follow-up Comment #3, patch #2119 (project freeciv):

Do you have a svg version?

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[Freeciv-Dev] [bug #17392] City size x, citizen count y for abc

2011-03-27 Thread Jacob Nevins

Follow-up Comment #9, bug #17392 (project freeciv):

I've seen another instance of this in an autogame. This time, it seems to
have been associated with a civil war.

I've attached the two savefiles bracketing it. This isn't standard trunk
code; it's trunk r19562 + file #12724 + file #12728 (and I know this diverges
from unpatched trunk earlier in the autogame). I haven't checked whether the
issue is reproducible from the savegame.

Here's what the server log looked like:


Game saved as
/home/jtn/src/freeciv/autogames/trunk-rapture-2607/trunk-svn/autogame-T0585-Y02160-auto.sav.bz2
Player 'Shup-Shewana' now has AI skill level 'Hard'.
1: City size 2, citizen count 3 for Barrie
Game saved as
/home/jtn/src/freeciv/autogames/trunk-rapture-2607/trunk-svn/autogame-T0586-Y02161-auto.sav.bz2


(file #12729, file #12730)
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Additional Item Attachment:

File name: autogame-T0585-Y02160-auto.sav.bz2 Size:62 KB
File name: autogame-T0586-Y02161-auto.sav.bz2 Size:65 KB


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

2011-03-27 Thread Jacob Nevins

Follow-up Comment #1, patch #2607 (project freeciv):

Attached WIP. Not ready to commit, as there is unexplained divergence in
autogame testing that I need to look into, but I want to mention it in another
bug.

(file #12728)
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Additional Item Attachment:

File name: trunk-rapture-size-limit.diff  Size:4 KB


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

2011-03-27 Thread Marko Lindqvist

Follow-up Comment #2, patch #2597 (project freeciv):

I'm answering a bit lae, sorry for that.

My own plan was to proceed with further deprecating clients in S2_4 cycle
this way:

- Files of win32 are removed from POTFILES.in to remove them from
translation
- ftwl would be removed from distribution tarball (it's already not
translated)


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[Freeciv-Dev] [bug #17873] cannot assign hotkey for "goto" command

2011-03-27 Thread Jacob Nevins

Update of bug #17873 (project freeciv):

  Status:None => Confirmed  

___

Follow-up Comment #6:

Aha, found it. It's a system-wide tweakable option, which has been hidden
away in newer versions of GNOME
.

Having used gconf-editor to tweak can_change_accels, I can reproduce your
problem.

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[Freeciv-Dev] [bug #17954] Hotekys displayed twice

2011-03-27 Thread Angelo Locritani

URL:
  

 Summary: Hotekys displayed twice
 Project: Freeciv
Submitted by: alocritani
Submitted on: dom 27 mar 2011 12:54:24 GMT
Category: client-gtk-2.0
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: GNU/Linux
 Planned Release: 

___

Details:

The menu voice "convert to plains" contains the hotkey twice
ie: "convert to plains (I) I" where the first "I" is a static string for the
hotkey and the second "I" is the hotkey




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[Freeciv-Dev] [bug #17873] cannot assign hotkey for "goto" command

2011-03-27 Thread Angelo Locritani

Follow-up Comment #5, bug #17873 (project freeciv):

I think that assigning hotkeys in that way is a gtk feature, because it works
that way also with other gtk software

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[Freeciv-Dev] [bug #17953] Should global catasrophe (global warming / nuclear winter) land<->sea terrain changes check surrounding terrain?

2011-03-27 Thread Jacob Nevins

URL:
  

 Summary: Should global catasrophe (global warming / nuclear
winter) land<->sea terrain changes check surrounding terrain?
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Mar 27 13:37:28 2011
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Need Info
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

Relatively recently (bug #17105), global catastrophes started causing terrain
conversion between land and sea -- for instance, global warming can cause land
tiles to turn into ocean.

However, this process takes no account of the surrounding terrain, so you can
end up with a single tile of ocean in the middle of a continent.

The attached autogame screenshots show the result. In this game, two AIs
ended up in a dumb stalemate until 3227 CE (perhaps due to bug #17661), with
many cycles of global warming; the world ended up as a series of perforated
archipelagos.

Perhaps these terrain conversions should be subject to the same rules as
human-initiated conversions, where a certain number of surrounding water tiles
are needed for a tile to become a water tile (and vice versa --
ocean_reclaim_requirement etc)?

That would have the direct effect of flooding coastlines, and the indirect
effect that land reclaimed from the ocean would tend to be more liable to
flooding.

If no-one objects, I'll probably look at this at some point.



___

File Attachments:


---
Date: Sun Mar 27 13:37:28 2011  Name:
autogame-T0001-Y-3950-M-bc--tuZ1Pall.map.png  Size: 3kB   By: jtn
Map images showing progress of global warming (trunk)

---
Date: Sun Mar 27 13:37:28 2011  Name:
autogame-T1091-Y02666-M-bc--tuZ1Pall.map.png  Size: 5kB   By: jtn
Map images showing progress of global warming (trunk)

---
Date: Sun Mar 27 13:37:28 2011  Name:
autogame-T1652-Y03227-M-bc--tuZ1Pall.map.png  Size: 5kB   By: jtn
Map images showing progress of global warming (trunk)


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[Freeciv-Dev] [bug #17872] Duplicate entries on Ruleset Version dropdown on game start page

2011-03-27 Thread Jacob Nevins

Update of bug #17872 (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

2011-03-27 Thread Hubert Kowalewski

Follow-up Comment #6, patch #2594 (project freeciv):

Great, thanks!

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