[Freeciv-Dev] [bug #18756] deep wish: stacked units verification
Follow-up Comment #5, bug #18756 (project freeciv): Merging units? I.e. Regiment or Brigade composed of 5 units with a color or symbol? ___ Reply to this item at: http://gna.org/bugs/?18756 ___ 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 #18773] statue of liberty hack
URL: http://gna.org/bugs/?18773 Summary: statue of liberty hack Project: Freeciv Submitted by: akfaew Submitted on: Sun Oct 2 07:10:18 2011 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: There is a hack players use with statue of liberty: be in democracy during the turn, switch to communism a second before TC. That way you have all the benefits of communism while having unbribable cities. Now that we use small wonders, this will be even more unbarable. I propose a fix: you can switch govt not more often than once every 2 turns. What do you think? This would require a dedicated variable in struct player for this wonder only. ___ Reply to this item at: http://gna.org/bugs/?18773 ___ 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 #18756] deep wish: stacked units verification
Follow-up Comment #6, bug #18756 (project freeciv): Again this is my ultimate vision, it doesn't relate to the issue (bug), but if you understand the vision you can easily understand this issue. You add a group option then you add units to it and with a single click select all units of it (group). Then let's say you plan a combat, you create the path (by pressing G) directly to the enemy unit. However, you then *need* to split the ending of path to prevent multi-unit destruction. So you select a unit and have it go next to the enemy (but not directly to it, because not all unit will be ready and rested at the same time ; when they are, I'll be able to begin the combat by again simply moving the leader to begin combat and because the leader is now alone on a tile a popup will ask me if I'm moving the group (if not it's only the unit) so I will click yes and all the units of the group will attack. Optionally (as extra-long-time goal), there will be some algorithm creating an optimized unit order. Please refer again to the first paragraph. If this message wasn't helpful, and rereading my other messages doesn't help, I don't know if I can make you understand. ___ Reply to this item at: http://gna.org/bugs/?18756 ___ 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 #18755] minimap has scroll when widgets NOT for small displays
Follow-up Comment #3, bug #18755 (project freeciv): I replied by email to freeciv-dev@gna.org to include the quote, as I didn't see a quote button on the web interface, but the email has been stuck in moderation for 2 days. or it should behave like a view-port (like interactive real world map sites) that pushes aside when dragging dropping inside of it ; in either case not needing scroll bars. Not sure what you mean by dragging and dropping; there are no drag-and-drop operations in Freeciv involving the minimap. I'm not sure view-port (viewport) is the right term but it's the one I'm using for a lack of a better term. Whichever word it is, it's suppose to describe a navigable hole in part of a (much) larger part. Getting back to my example, let's say you are at 100m scale clearly seeing the streets path, well if you want to get to another town, you will have to drag drop a lot in that hole so that the image at that scale cross the municipal border, yet alone get into the town center. To further show what I mean I created an image in which the dark grey border are static and the light grey is the virtual movement and the arrow show dragging dropping in the middle of the view-port. Well that hole doesn't need scroll bars because it should be big enough to allow dragging dropping and you theoretically get to any point using it (I think few people would have the patience go across a continent at clear street level (zoom)). --- The following was in a PS email. Ok! I don't know what happened but after a few hours with Freeciv closed (earlier I closed and reopened it right away), the interface is now changed and there' s about twice the area for the minimap. Well I think this should be changed into a suggestion for when the small displays option is enabled. There's never a need for scroll bar with the way modern maps function, using the principle I showed in my image. (file #14191) ___ Additional Item Attachment: File name: viewport.png Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?18755 ___ 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 #18756] deep wish: stacked units verification
Follow-up Comment #7, bug #18756 (project freeciv): I suspect (strongly) that this issue apply to all clients so please change the category to reflect it (to client). ___ Reply to this item at: http://gna.org/bugs/?18756 ___ 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 #18756] deep wish: stacked units verification
Follow-up Comment #8, bug #18756 (project freeciv): oops! and Operating System to Any. I wish I knew the commands to change the flags of the issues I created. ___ Reply to this item at: http://gna.org/bugs/?18756 ___ 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 #18775] city distance in Goto/Airlift Unit
URL: http://gna.org/bugs/?18775 Summary: city distance in Goto/Airlift Unit Project: Freeciv Submitted by: dynv Submitted on: Sun 02 Oct 2011 11:16:47 AM GMT Category: client Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: I suspect this applied to all clients and OS so I flagged it so but it was observed on GTK 2.0 and Windows. On the Goto/Airlift Unit windows interface there are currently categories for City, Nation Airlift and clicking one show an arrow for order (ascending or descending). Well I wish there was the category Distance, that I could order, to know at a glance which are the closest cities. ___ Reply to this item at: http://gna.org/bugs/?18775 ___ 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 #18776] /remove perhaps faulty
URL: http://gna.org/bugs/?18776 Summary: /remove perhaps faulty Project: Freeciv Submitted by: akfaew Submitted on: Sun Oct 2 13:07:04 2011 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: I removed around 15 players using the /remove command. The server crashed. I only have a savegame from right before the /removes (which implies the turn change did not get to save). Here is what i got: #0 0x001ab454 in calc_civ_score (pplayer=0x20e131000) at score.c:199 199 pcmap-player[player_index(owner)].landarea++; Either /remove is faulty, or my newcomer code is. ___ Reply to this item at: http://gna.org/bugs/?18776 ___ 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 #18776] /remove perhaps faulty
Follow-up Comment #1, bug #18776 (project freeciv): I managed to recreate the crash. Again I removed the players. ... remove 15 players ... /remove alex pancho 2: Removing player Alex Pancho. Removed player Alex Pancho from the game. /save test Game saved as /home/longturn/server/ltex2.3//save/test.sav.gz /set timeout 120 Console: 'timeout' has been set to 120. Segmentation fault (core dumped) segfault occured about 10 seconds after /set timeout 120. #0 0x001ab454 in calc_civ_score (pplayer=0x20d084000) at score.c:199 199 pcmap-player[player_index(owner)].landarea++; ___ Reply to this item at: http://gna.org/bugs/?18776 ___ 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 #18776] /remove perhaps faulty
Follow-up Comment #2, bug #18776 (project freeciv): After loading test.sav.gz: 1: Player shuffle 22 used two times 1: Failure loading savegame! The savegame cannot be loaded. Complete log: [15:17:ttyp9][longturn@spock:~/server/ltex2.3:11]$ sh ltex2.3.sh test.sav.gz This is the server for Freeciv version 2.3.0+ You can learn a lot about Freeciv at http://www.freeciv.org/ 2: Loading rulesets. 2: Ruleset: 'generator' has been set to Island-based (ISLAND). 2: Ruleset: 'topology' has been set to Wrap East-West and Wrap North-South (WRAPX|WRAPY). 2: Ruleset: 'startpos' has been set to One player per continent (SINGLE). 2: Ruleset: 'alltemperate' has been set to enabled. 2: Ruleset: 'separatepoles' has been set to disabled. 2: Ruleset: 'huts' has been set to 0. 2: Ruleset: 'aifill' has been set to 0. 2: Ruleset: 'diplomacy' has been set to Disabled for everyone (DISABLED). 2: Ruleset: 'contactturns' has been set to 0. 2: Ruleset: 'revolen' has been set to 2. 2: Ruleset: 'barbarians' has been set to No barbarians (DISABLED). 2: Ruleset: 'techpenalty' has been set to 0. 2: Ruleset: 'startunits' has been set to cccwww. 2: Ruleset: 'specials' has been set to 350. 2: Ruleset: 'borders' has been set to Disabled (DISABLED). 2: Savegame: 'size' has been set to 84. 2: Savegame: 'xsize' has been set to 468. 2: Savegame: 'ysize' has been set to 180. 2: Savegame: 'topology' has been set to Wrap East-West (WRAPX). 2: Savegame: 'startpos' has been set to Generator's choice (DEFAULT). 2: Savegame: 'separatepoles' has been set to enabled. 2: Savegame: 'alltemperate' has been set to disabled. 2: Savegame: 'mapseed' has been set to 1805029910. 2: Savegame: 'gameseed' has been set to 1313942453. 2: Savegame: 'specials' has been set to 140. 2: Savegame: 'maxplayers' has been set to 29. 2: Savegame: 'ec_info' has been set to enabled. 2: Savegame: 'startunits' has been set to wwxxk. 2: Savegame: 'newcomerunits' has been set to wxk. 2: Savegame: 'dispersion' has been set to 4. 2: Savegame: 'techpenalty' has been set to 100. 2: Savegame: 'citymindist' has been set to 5. 2: Savegame: 'borders' has been set to Enabled (ENABLED). 2: Savegame: 'diplomacy' has been set to Enabled for everyone (ALL). 2: Savegame: 'onsetbarbs' has been set to 0. 2: Savegame: 'diplchance' has been set to 50. 2: Savegame: 'spacerace' has been set to disabled. 2: Savegame: 'contactturns' has been set to 20. 2: Savegame: 'allowtake' has been set to . 2: Savegame: 'timeout' has been set to 82800. 1: Player shuffle 22 used two times 1: Failure loading savegame! 2: AI*1 has been added as Easy level AI-controlled player. 2: AI*2 has been added as Easy level AI-controlled player. 2: AI*3 has been added as Easy level AI-controlled player. 2: AI*4 has been added as Easy level AI-controlled player. 2: AI*5 has been added as Easy level AI-controlled player. 2: Loading script file 'ltex2.3.serv'. Ruleset directory set to longturn 2: Loading rulesets. 2: Ruleset: 'generator' has been set to Island-based (ISLAND). 2: Ruleset: 'topology' has been set to Wrap East-West and Wrap North-South (WRAPX|WRAPY). 2: Ruleset: 'startpos' has been set to One player per continent (SINGLE). 2: Ruleset: 'alltemperate' has been set to enabled. 2: Ruleset: 'separatepoles' has been set to disabled. 2: Ruleset: 'huts' has been set to 0. 2: Ruleset: 'aifill' has been set to 0. 2: Ruleset: 'diplomacy' has been set to Disabled for everyone (DISABLED). 2: Ruleset: 'contactturns' has been set to 0. 2: Ruleset: 'revolen' has been set to 2. 2: Ruleset: 'barbarians' has been set to No barbarians (DISABLED). 2: Ruleset: 'techpenalty' has been set to 0. 2: Ruleset: 'startunits' has been set to cccwww. 2: Ruleset: 'specials' has been set to 350. 2: Ruleset: 'borders' has been set to Disabled (DISABLED). 2: Removing player AI*5. 2: Removing player AI*4. 2: Removing player AI*3. 2: Removing player AI*2. 2: Removing player AI*1. Console: 'maxplayers' has been set to 126. Console: 'saveturns' has been set to 1. No match for 1. Console: 'citymindist' has been set to 5. Console: 'dispersion' has been set to 4. Console: 'startunits' has been set to wwxxk. Console: 'newcomerunits' has been set to wxk. Console: 'aifill' has been set to 0. Console: 'techlevel' has been set to 0. Console: 'diplchance' has been set to 50. Undefined argument. Usage: set option-name value No match for 0. Console: 'timeout' has been set to 82800. Console: 'revolen' has been set to 2. Console: 'trading_city' has been set to disabled. Not enough human players; game will not start. -- All options with non-default values -- In the column '##' the status of the option is shown: - a '!' means the option is locked by the ruleset. - a '+' means you may change the option. - a '=' means the option is on its default
[Freeciv-Dev] [bug #18770] Please add an option for combat animation time adjustment
Update of bug #18770 (project freeciv): Category: general = client Severity: 3 - Normal = 1 - Wish Status:None = Ready For Test Assigned to:None = jtn Release: = 2.3.0 Operating System: GNU/Linux = Any Planned Release: = 2.3.1,2.4.0 ___ Follow-up Comment #1: Patches attached. In the trunk one, the boolean do_combat_animation option is done away with in favour of setting the new option to 0, as with the other animation options. I didn't do this on S2_3 to avoid trouble for people up/downgrading within 2.3.x. (file #14192, file #14193) ___ Additional Item Attachment: File name: trunk-combat-animation-speed.diff Size:4 KB File name: S2_3-combat-animation-speed.diff Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?18770 ___ 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 #18773] statue of liberty hack
Follow-up Comment #1, bug #18773 (project freeciv): Fun exploit. I propose a fix: you can switch govt not more often than once every 2 turns. Why 2 turns specifically? Did you choose it so that disorder in their cities have a chance to cause a revolution under Democracy? (Not that they care if they're going to be dithering their government anyway.) An alternative possibility: the Statue of Liberty could do away with Anarchy, but revolution could be prevented for the length of time that they would have been in Anarchy. ___ Reply to this item at: http://gna.org/bugs/?18773 ___ 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 #18775] city distance in Goto/Airlift Unit
Follow-up Comment #1, bug #18775 (project freeciv): Why do you want to order by distance? The answer affects the implementation. There are several distances to consider; as the crow flies, or as the selected unit moves (and it may be different for different units -- e.g., if you have a ship and a land unit both selected at once). Also, the goto/airlift dialog is designed to cope if multiple units are selected that aren't on the same tile, so it would need to degrade gracefully in that case (probably by not offering distances at all). ___ Reply to this item at: http://gna.org/bugs/?18775 ___ 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 #18756] deep wish: stacked units verification
Update of bug #18756 (project freeciv): Category: client-gtk-2.0 = client Operating System: Microsoft Windows = Any ___ Reply to this item at: http://gna.org/bugs/?18756 ___ 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 #18754] Unit context menu too responsive
Update of bug #18754 (project freeciv): Severity: 2 - Minor = 3 - Normal ___ Reply to this item at: http://gna.org/bugs/?18754 ___ 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 #18775] city distance in Goto/Airlift Unit
Follow-up Comment #2, bug #18775 (project freeciv): Up to now in similar games, I've mostly used Goto for damaged units to get back to the closest (mine/allied) city, mostly when I'm attacking into enemy territory ; the exception to this would be when defending (thus in mine/allied territory) then it would be the closest city out of reach from enemy. ___ Reply to this item at: http://gna.org/bugs/?18775 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Editing bugs in Gna
I appreciate the effort of addressing my issues with the bug tracker. On 02/10/2011 5:28 PM, Jacob Nevins wrote: In bug #18755, DynV writes: I replied by email to freeciv-dev@gna.org to include the quote, as I didn't see a quote button on the web interface, but the email has been stuck in moderation for 2 days. I saw your email reply on freeciv-dev, so it can't have been stuck in mailing list moderation. But Gna's tracker has no way of receiving followups to tickets by email (as far as I know); you have to use the web interface. There's no quote button as far as I know; I just reflow the text and stick chevrons () at the start of lines manually (which is markup that Gna highlights). and in bug #18756: oops! and Operating System to Any. I wish I knew the commands to change the flags of the issues I created. As far as I know, you can't. I've fixed the things you asked for. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit
Follow-up Comment #3, bug #18775 (project freeciv): There's a Return to Nearest City function (Shift+G); dunno if that does exactly what you want. ___ Reply to this item at: http://gna.org/bugs/?18775 ___ 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 #18775] city distance in Goto/Airlift Unit
Follow-up Comment #4, bug #18775 (project freeciv): I suppose it does. I was just suggesting that feature (distance in Goto/Airlift Unit window) as other spawn of the game has it. It,s always nice to see the paths to the nearest cities, not just limiting oneself to 1 (closest). ___ Reply to this item at: http://gna.org/bugs/?18775 ___ 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 #18773] statue of liberty hack
Follow-up Comment #2, bug #18773 (project freeciv): An alternative possibility: the Statue of Liberty could do away with Anarchy, but revolution could be prevented for the length of time that they would have been in Anarchy. That sounds good to me. ___ Reply to this item at: http://gna.org/bugs/?18773 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev