[Freeciv-Dev] [bug #17972] Freeland: rivers / roads / railways are not behind the forests / jungles / mountains
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 ___ 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 ___ Reply to this item at: http://gna.org/bugs/?17972 ___ 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 #17967] proposal: Vision increase if unit on mountainous terrain
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 } ___ Reply to this item at: http://gna.org/bugs/?17967 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17962] Inability to generate huge maps
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 ___ Reply to this item at: http://gna.org/bugs/?17962 ___ 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 #2614] Messapian nation
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?2614 ___ 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 #17962] Inability to generate huge maps
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. ___ Reply to this item at: http://gna.org/bugs/?17962 ___ 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 #17970] queued attack executes before next player's turn begins
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. ___ Reply to this item at: http://gna.org/bugs/?17970 ___ 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 #17975] Allow use of 'unitwaittime' with timeout disabled (=0)
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 ___ Details: ___ Reply to this item at: http://gna.org/bugs/?17975 ___ 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 #17975] Allow use of 'unitwaittime' with timeout disabled (=0)
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) ___ Additional Item Attachment: File name: trunk-S2_3-unitwaittime-notimeout.diff Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?17975 ___ 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 #17858] debug diplomacy help
Update of bug #17858 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed Release: 2.3,trunk = 2.3.0-beta4,trunk ___ Reply to this item at: http://gna.org/bugs/?17858 ___ 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 #17928] Allow pluralised localisation for strings like Sell %s for %d gold?
Update of bug #17928 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed Release: = 2.3.0-beta4 ___ Reply to this item at: http://gna.org/bugs/?17928 ___ 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 #17949] Built-in help is incorrect/confusing about celebration/rapture size limits
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 ___ Reply to this item at: http://gna.org/bugs/?17949 ___ 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 #17976] Help: Units section should mention disbanding
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. ___ Reply to this item at: http://gna.org/bugs/?17976 ___ 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 #17976] Help: Units section should mention disbanding
Update of bug #17976 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_3-help-units-disband.diff Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?17976 ___ 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 #16909] Wish : Attack own units.
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. ___ Reply to this item at: http://gna.org/bugs/?16909 ___ 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 #17970] queued attack executes before next player's turn begins
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. ___ Reply to this item at: http://gna.org/bugs/?17970 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev