[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2011-10-01 Thread Jordi Negrevernis i Font

Follow-up Comment #2, bug #18736 (project freeciv):

I think, you should get the upgraded unit at same shield cost, and the
obsolete unit if the shield cost is greater.


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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-01 Thread DynV

Follow-up Comment #4, bug #18756 (project freeciv):

>From what I understand from bug #17236, it is for selecting from a radius
(perhaps tiles away from the current location) or the whole map for certain
types of units. What I'm looking for is help in selecting units on a single
tile ; especially seeing their path.

The ultimate goal would be to have a group (troop? platoon?) and see the
activities of every member at a glance, perhaps having a color system, ie: the
path of the 1st member unit is in blue, the 2nd in pale blue, the 3rd in pale
green, 4th in green, 5th yellowish-green, 6th pale yellow, 7th yellow, ... All
those path would be easy to see and would consider that a good portion of the
way all the units would have the *same* path.

This is important to prepare an attack because unless there is a fortress
next to your target, you don't want to have more than 1 unit per tile in case
you'd loose a combat (all other units on the defeated tile would be destroyed.

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[Freeciv-Dev] [bug #18754] Unit context menu too responsive

2011-10-01 Thread DynV

Follow-up Comment #1, bug #18754 (project freeciv):

Severity: 3
set Severity 3
Severity=3

If the previous command attempts was unsuccessful, please set this bug to
normal. I was previously more involved with units, thus interested in the
Present units sections ; but now that I made a couple city tours, thus
interested in Supported units, I've disbanded units and it aggravate me, being
conservative in my terminology.

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[Freeciv-Dev] [bug #18770] Please add an option for combat animation time adjustment

2011-10-01 Thread Vadim Peretokin

URL:
  

 Summary: Please add an option for combat animation time
adjustment
 Project: Freeciv
Submitted by: vadi
Submitted on: Sat 01 Oct 2011 09:24:53 PM GMT
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

It's currently hardcoded at 10ms - it goes by too quick for me on turn move,
and I'd like to be able to adjust the number.




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[Freeciv-Dev] [bug #18768] Some tiles mysteriously revealed

2011-10-01 Thread Jacob Nevins

Follow-up Comment #1, bug #18768 (project freeciv):

Further (non-)clues from IRC:

jtn: What if you disconnect and reconnect again?
akfaew: it's sthill here

jtn: Is it even possible that your ally has boats yet?
akfaew: nobody has research ships yet. at most 2 technologies are know per
nation
akfaew: only 20 turns have passed, and tech cost is 200%

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[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2011-10-01 Thread Jacob Nevins

Follow-up Comment #1, bug #18736 (project freeciv):

Sounds horribly plausible, although I haven't tested it or verified it from
the code.

What do we think should happen in this situation (bought Horsemen, but tech
discovery makes them obsolete before they're created)? In particular, what if
the new unit is more expensive? Should the "bought" flag be reset and
production just carry on? Nasty if you were hoping for the bought unit
(however obsolete) to defend a city that turn... Or should you just get the
now-obsolete unit you originally bought anyway?

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[Freeciv-Dev] [bug #18761] Is_earth is a flat_earth

2011-10-01 Thread Jacob Nevins

Update of bug #18761 (project freeciv):

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


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[Freeciv-Dev] [bug #18761] Is_earth is a flat_earth

2011-10-01 Thread Jacob Nevins

Follow-up Comment #4, bug #18761 (project freeciv):

No recent version of Freeciv pays any attention to an 'is_earth' flag in
savefiles, and in any case, it apparently wasn't anything to do with topology;
it was a flag to cause Denmark to be drawn with special sprites (and has been
replaced with a more general mechanism for that sort of hackery). Details in
RT#7416 .

It's hanging around in scenarios just because they haven't been cleaned up.

I'm minded to close this as Invalid.

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[Freeciv-Dev] [bug #18768] Some tiles mysteriously revealed

2011-10-01 Thread Michal Mazurek

URL:
  

 Summary: Some tiles mysteriously revealed
 Project: Freeciv
Submitted by: akfaew
Submitted on: Sat Oct  1 18:42:05 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Some random yet seemingly related tiles got revealed in ltex 2.3. I am in
alliance with another player, with shared vision. After TC these tiles were
not revealed, only after i logged in sometime later. What can this be?



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File Attachments:


---
Date: Sat Oct  1 18:42:05 2011  Name: ltex.png  Size: 149kB   By: akfaew



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[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-10-01 Thread Echter Name

URL:
  

 Summary: cma: always 1 tax collector
 Project: Freeciv
Submitted by: gaymmaster
Submitted on: Sa 01 Okt 2011 18:04:29 GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

Freeciv-2.3.0-gtk2 

no matter which options i altered, cma always uses one worker as tax
collector

http://img842.imageshack.us/img842/9701/1maxproduktion.jpg
http://img849.imageshack.us/img849/9558/2maxluxus.jpg




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[Freeciv-Dev] [patch #2270] [metaticket] allow recursive transports

2011-10-01 Thread anonymous

Follow-up Comment #8, patch #2270 (project freeciv):

I know - and there are rebased patches on my computer at home (git is your
friend); I will upload it at the time I'm back ...

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[Freeciv-Dev] [bug #18763] It's not intuivively clear as to why can't you build a city

2011-10-01 Thread David Lowe

Follow-up Comment #1, bug #18763 (project freeciv):

I agree.  Anytime an attempt is made to 'B', there should be some sort of
error message if the attempt fails.

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[Freeciv-Dev] [patch #2978] AI diplomats did not dodge enemy units and stacked next to an enemy city

2011-10-01 Thread Jordi Negrevernis i Font

Follow-up Comment #1, patch #2978 (project freeciv):

This happens when an ally is at peace with an AI. If the AI is powerful it
keeps sending diplomats or spies to the same city and they stockpile there.
They make an embassy, try to buy city and try to steal technology... then wait
there... Some times there are tens of spies...

Also the diplomat patch, adds 'parameter.get_TB = no_intermediate_fights'
to each call to the path finding code. This is a serious bug because it makes
the diplomats try to enter enemy tiles while moving to the destination... 


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[Freeciv-Dev] [patch #2270] [metaticket] allow recursive transports

2011-10-01 Thread Jacob Nevins

Follow-up Comment #7, patch #2270 (project freeciv):

For info, the last trunk rev I've been able to apply the latest all-in-one
(file #13932) to is r20285; it seems to conflict with patch #2965 (haven't
investigated).

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[Freeciv-Dev] [bug #17463] Surviving effects not supported at player range

2011-10-01 Thread Jacob Nevins

Update of bug #17463 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => jtn
 Release: => 2.3.0  
Operating System:None => Any

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Follow-up Comment #2:

Patch attached.

This doesn't actually allow anything to work better in the multiplayer
ruleset as-is, compared to the SaveSmallWonder solution of bug #17771.

I suppose it allows future modders a bit more flexibility, in that they can
have some effects from a wonder that survive and some that don't. It's also
now possible for the original possessor of a great wonder to have some
residual permanent effect from that wonder, even if they lose it to another
player.

(file #14188)
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Additional Item Attachment:

File name: trunk-player-surviving-effect.diff Size:10 KB


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[Freeciv-Dev] [patch #2980] Spoils of war

2011-10-01 Thread Michal Mazurek

URL:
  

 Summary: Spoils of war
 Project: Freeciv
Submitted by: akfaew
Submitted on: Sat Oct  1 11:16:34 2011
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

I was working on the spoils of war diff (attached) and I started wondering
how to handle science. I want the victor to learn some technology from the
arms gathered from the battlefield. I was thinking total_victim_bulbs -
total_victor_bulbs * rand(0-5%). However there is a problem: variable tech
cost, depending on who we have embassies with. Any suggestions on how
scientific spoils of war should look like?

I attach what i have so far.



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File Attachments:


---
Date: Sat Oct  1 11:16:34 2011  Name: spoils.diff  Size: 3kB   By: akfaew



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