[Freeciv-Dev] [patch #3311] Make revolt cost depend on citizen nationality
URL: http://gna.org/patch/?3311 Summary: Make revolt cost depend on citizen nationality Project: Freeciv Submitted by: cazfi Submitted on: Wed 23 May 2012 10:22:00 AM EEST Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.4.0, 2.5.0 ___ Details: If citizen nationality information is enabled, use it instead of original city founder information to adjust revolt costs. ___ File Attachments: --- Date: Wed 23 May 2012 10:22:00 AM EEST Name: CitizenRevoltCost.diff Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=15774 ___ Reply to this item at: http://gna.org/patch/?3311 ___ 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 #19652] Some command-line help not marked for i18n
Update of bug #19652 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19652 ___ 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 #3304] enum road_compat
Update of patch #3304 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3304 ___ 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 #3305] Road type specific activity icons
Follow-up Comment #1, patch #3305 (project freeciv): - Updated against current svn: added activity_gfx for Maglev in experimental ruleset (file #15777) ___ Additional Item Attachment: File name: RoadActGfx-2.diff Size:11 KB ___ Reply to this item at: http://gna.org/patch/?3305 ___ 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 #3306] Show gui-type in intro page
Update of patch #3306 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3306 ___ 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 #3301] xz compressed tarballs
Follow-up Comment #9, patch #3301 (project freeciv): I've been wondering whether we can drop .tar.gz entirely, maybe from 2.4 onwards, in favour of .tar.bz2. .tar.gz doesn't get many downloads from Sourceforge. I've seen this discussion for several projects lately. Most often it's decided that .tar.gz shoudl be provided as idiot-proof format, and .tar.xz as modern one, meaning that projects taht earlier provided .tar.gz and .tar.bz2 are dropping .tar.bz2 in favor of .tar.xz and leave .tar.gz as is. We're certainly late by introducing .tar.bz2 now when others are already abandoning it. there's always .zip as a fallback. We have .zip? Do we have some extra hops in release process to produce one, since I don't see it in automake options? ___ Reply to this item at: http://gna.org/patch/?3301 ___ 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 #3312] Remove obsolete road special handlind
URL: http://gna.org/patch/?3312 Summary: Remove obsolete road special handlind Project: Freeciv Submitted by: cazfi Submitted on: Thu 24 May 2012 01:02:55 AM EEST Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: Remove all obsolete code dealing with old road specials, only code handling loading of old savegames remain. ___ File Attachments: --- Date: Thu 24 May 2012 01:02:55 AM EEST Name: MinRoadSpeHandling.diff Size: 4kB By: cazfi http://gna.org/patch/download.php?file_id=15778 ___ Reply to this item at: http://gna.org/patch/?3312 ___ 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 #3313] Nets to experimental ruleset
URL: http://gna.org/patch/?3313 Summary: Nets to experimental ruleset Project: Freeciv Submitted by: cazfi Submitted on: Thu 24 May 2012 01:28:36 AM EEST Category: rulesets Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: - New base type Nets, buildable on Oceanic tiles after Seafaring discovered, required in tile before Harbor gives food bonus ___ File Attachments: --- Date: Thu 24 May 2012 01:28:36 AM EEST Name: ExprNets.diff Size: 2kB By: cazfi http://gna.org/patch/download.php?file_id=15779 ___ Reply to this item at: http://gna.org/patch/?3313 ___ 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 #3313] Nets to experimental ruleset
Follow-up Comment #1, patch #3313 (project freeciv): While we really, really should get some new features to classic / multiplayer rulesets (what changes will freeciv 2.5 provide to typical player who plays with default rules only?) at this time I propose this change to experimental ruleset only. As soon as we have proper gfx in all included tilesets, I would propose adding this to classic and/or multiplayer ruleset too. ___ Reply to this item at: http://gna.org/patch/?3313 ___ 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 #3313] Nets to experimental ruleset
Follow-up Comment #2, patch #3313 (project freeciv): Forgot that AI has no idea how to build bases. In which rulesets we may handicap AI so that it cannot take any advantage of Harbours? ___ Reply to this item at: http://gna.org/patch/?3313 ___ 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 #18082] Odd auth code
Update of bug #18082 (project freeciv): Category:None = general Status:None = Invalid Assigned to:None = cazfi Open/Closed:Open = Closed ___ Follow-up Comment #2: 218 switch(pconn-server.status) { ... 256 case AS_ESTABLISHED: 257 /* this better fail bigtime */ 258 fc_assert(pconn-server.status != AS_ESTABLISHED); It's an error is pcon-server.status is AS_ESTABLISHED, i.e. case AS_ESTABLISHED is an error case, which must fail bigtime. It fails by asserting that pconn-server.status != AS_ESTABLISHED (which obviously is always false when one has entered that case). Assert has been written like that to provide more meaningful error message than what simple fc_assert(FALSE) would give. ___ Reply to this item at: http://gna.org/bugs/?18082 ___ 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 #19168] mapimg automatic save dumps images in current directory
Follow-up Comment #1, bug #19168 (project freeciv): I think saving to the same location as autosave files would be entirely sufficient, and should be easy enough. This is also what freeciv.net expects. (Too bad current implementation there is such that it's not usable to main freeciv) ___ Reply to this item at: http://gna.org/bugs/?19168 ___ 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 #19313] New players created in editor always have European city style
Follow-up Comment #1, bug #19313 (project freeciv): Reported on the forum, In case we never can check it from forums again, do you happen to remember who was the reporter (we may eventually want that for crediting him/her)? ___ Reply to this item at: http://gna.org/bugs/?19313 ___ 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 #19253] Bug in unit_bribe_cost
Follow-up Comment #2, bug #19253 (project freeciv): ./diplomats.c:1449: cost += cost * punit-veteran / 3; /* Extra cost for veterans */ Without investigating version history more, I'm not sure if this has been written with multiple veteran levels in mind at all. It might come from times when veterancy was just boolean thing (meaning that veterans had 1.33x cost compared to green ones) Which leads to discovery that actually patch *is* worse than current code. Just because classic ruleset has veterancy levels beyond veteran should not make veterans less valuable than in civ/2 (or rather, as the change to current behavior would be: cost for veterans should not be so high in civ/2 (old code: 1.33x, new code 2x)) ___ Reply to this item at: http://gna.org/bugs/?19253 ___ 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 #16444] Changing the ruleset doesn't update the ruleset combo box
Follow-up Comment #2, bug #16444 (project freeciv): I have a patch for this but it's really not good as two distinct things are mixed here. Server sends information about rulesetdir (ruleset name), but client lists .serv files. Often the two are the same, but not necessarily. Recent change to rename default ruleset as classic, but keeping default.serv made this broken even with datas included in main freeciv distribution. I have several .serv files that actually load same ruleset, but set server settings differently... ___ Reply to this item at: http://gna.org/bugs/?16444 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev