[Freeciv-Dev] [bug #17972] Freeland: rivers / roads / railways are not behind the forests / jungles / mountains

2011-03-31 Thread Peter Arbor

URL:
  http://gna.org/bugs/?17972

 Summary: Freeland: rivers / roads / railways are not behind
the forests / jungles / mountains
 Project: Freeciv
Submitted by: parbor
Submitted on: Thu 31 Mar 2011 08:26:36 AM CEST
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Works For Me
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.x
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

The two attached pictures describe the problem in question.
The other tilesets do not seem impacted by this, but they can benefit in the
future.

The attached patch changes the order of rendering layers in freeciv source.

See also discussion on the forum
http://forum.freeciv.org/viewtopic.php?t=1648



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File Attachments:


---
Date: Thu 31 Mar 2011 08:26:36 AM CEST  Name:
freeciv-2.3.x-layers.diff.tar.gz  Size: 331B   By: parbor

http://gna.org/bugs/download.php?file_id=12749
---
Date: Thu 31 Mar 2011 08:26:36 AM CEST  Name:
freeland-3.0-beta2-without-patch.jpg  Size: 69kB   By: parbor

http://gna.org/bugs/download.php?file_id=12750
---
Date: Thu 31 Mar 2011 08:26:36 AM CEST  Name:
freeland-3.0-beta2-with-patch.jpg  Size: 68kB   By: parbor

http://gna.org/bugs/download.php?file_id=12751

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[Freeciv-Dev] [bug #17967] proposal: Vision increase if unit on mountainous terrain

2011-03-31 Thread Angelo Locritani

Follow-up Comment #2, bug #17967 (project freeciv):

I think we need also to modify the effect for fortress watchtower to avoid
applying the same effect twice in case a fortress is built on a mountainous
tile.


; Vision benefit from fortress watchtowers
[effect_fortress_vision]
name= Unit_Vision_Radius_Sq
value   = 8
reqs=
{ type, name, range
  Base, Fortress, tile
  Tech, Invention, player
}
nreqs=
{ type, name, range
  Terrain, Mountains, Local
}


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[Freeciv-Dev] [bug #17962] Inability to generate huge maps

2011-03-31 Thread anonymous

Follow-up Comment #2, bug #17962 (project freeciv):

I have tried it many times with two different PCs, first running on Windows 7
and the second one on Windows XP SP3 and many different settings but with no
success

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[Freeciv-Dev] [patch #2614] Messapian nation

2011-03-31 Thread Andrzej M. Gorzym

URL:
  http://gna.org/patch/?2614

 Summary: Messapian nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Thu 31 Mar 2011 10:17:01 AM GMT
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

The Messapii.



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File Attachments:


---
Date: Thu 31 Mar 2011 10:17:01 AM GMT  Name: messapian.ruleset  Size: 1016B  
By: artaxes

http://gna.org/patch/download.php?file_id=12752

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[Freeciv-Dev] [bug #17962] Inability to generate huge maps

2011-03-31 Thread Jacob Nevins

Follow-up Comment #3, bug #17962 (project freeciv):

(I assume there are two different anonymous people having a conversation
here?)

To the original reporter: it might help if we can see your settings. Can you
type /show all in the pregame window and paste the resulting output here?

Also, can you try with a standalone server (rather than a client-spawned
one)? If you can reproduce this that way, you should be able to see any error
messages the server produces before it dies, which would be useful to know.

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[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-03-31 Thread Jacob Nevins

Follow-up Comment #1, bug #17970 (project freeciv):

The double-move problem is well-known. Server options have been added to
mitigate it, notably 'timeaddenemymove' and more recently 'unitwaittime'
(patch #1500), but these aren't enabled by default.

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[Freeciv-Dev] [bug #17975] Allow use of 'unitwaittime' with timeout disabled (=0)

2011-03-31 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?17975

 Summary: Allow use of 'unitwaittime' with timeout disabled
(=0)
 Project: Freeciv
Submitted by: jtn
Submitted on: Thu Mar 31 22:45:32 2011
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0-beta4
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.3.0,2.4.0

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Details:






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[Freeciv-Dev] [bug #17975] Allow use of 'unitwaittime' with timeout disabled (=0)

2011-03-31 Thread Jacob Nevins

Update of bug #17975 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #1:

(Oops)

The 'unitwaittime' option added in patch #1500 has validation to ensure that
it's less than 2/3 of 'timeout'.

However, this prevents any use of 'unitwaittime' when 'timeout' is 0 (timeout
disabled). I don't see any good reason for this restriction.

(file #12756)
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Additional Item Attachment:

File name: trunk-S2_3-unitwaittime-notimeout.diff Size:3 KB


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[Freeciv-Dev] [bug #17858] debug diplomacy help

2011-03-31 Thread Jacob Nevins

Update of bug #17858 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 
 Release:   2.3,trunk = 2.3.0-beta4,trunk  


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[Freeciv-Dev] [bug #17928] Allow pluralised localisation for strings like Sell %s for %d gold?

2011-03-31 Thread Jacob Nevins

Update of bug #17928 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 
 Release: = 2.3.0-beta4


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

2011-03-31 Thread Jacob Nevins

Update of bug #17949 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 
 Release: 2.3.0-beta3 = 2.3.0-beta4
Operating System:   Microsoft Windows = Any


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[Freeciv-Dev] [bug #17976] Help: Units section should mention disbanding

2011-03-31 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?17976

 Summary: Help: Units section should mention disbanding
 Project: Freeciv
Submitted by: jtn
Submitted on: Thu Mar 31 23:23:26 2011
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0-beta4
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.3.0,2.4.0

___

Details:

In bug #16909 it's pointed out that the Units section could usefully
mention the disband order.

While I'm in here, the existing documentation about disbanding (in the
Production section) isn't entirely accurate in the presence of undisbandable
units and Caravans/Freight.




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[Freeciv-Dev] [bug #17976] Help: Units section should mention disbanding

2011-03-31 Thread Jacob Nevins

Update of bug #17976 (project freeciv):

  Status: In Progress = Ready For Test 

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Additional Item Attachment:

File name: trunk-S2_3-help-units-disband.diff Size:2 KB


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[Freeciv-Dev] [bug #16909] Wish : Attack own units.

2011-03-31 Thread Jacob Nevins

Follow-up Comment #2, bug #16909 (project freeciv):

 Disbanding units is not documented, and the Units section 
 of the Help should mention it
It's documented in the Production section. But you're right, it should be
mentioned in the Units section too. Bug #17976.

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[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-03-31 Thread Brandon J. Van Every

Follow-up Comment #2, bug #17970 (project freeciv):

Those settings don't help a single player game at all.  Very easy to trounce
the AI when this exploit is known.


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