[Freeciv-Dev] [patch #3314] fix a few minor errors in gtkpixcomm
Update of patch #3314 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3314 ___ 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 #19846] Closing unit select dialog asserts
URL: http://gna.org/bugs/?19846 Summary: Closing unit select dialog asserts Project: Freeciv Submitted by: cazfi Submitted on: Sun 24 Jun 2012 11:43:57 AM EEST Category: client-gtk-3.0 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: Closing unit select dialog is closed, either by selecting unit or by Close button: 1: in usdlg_cmd_cursor_changed() [client/gui-gtk-3.0/unitselect.c::1163]: assertion 'pdialog != ((void *)0)' failed. ___ Reply to this item at: http://gna.org/bugs/?19846 ___ 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 #19846] Closing unit select dialog asserts
Update of bug #19846 (project freeciv): Planned Release: = 2.4.0 ___ Reply to this item at: http://gna.org/bugs/?19846 ___ 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 #3335] Remove old Road Railroad from main specials list
Follow-up Comment #1, patch #3335 (project freeciv): - Fixed loading of old special order with roads railroads in it (file #15872) ___ Additional Item Attachment: File name: RoadOldSpe-2.diff.bz2 Size:5 KB ___ Reply to this item at: http://gna.org/patch/?3335 ___ 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 #19836] Specials vector size saved as specials_size, but loaded as special_size
Follow-up Comment #1, bug #19836 (project freeciv): I'm not quite sure of the purpose of these _size entries OK, looking closer, improvement/technology/bases_size 0 are used to gate calls to secfile_lookup_str_vec(), which would return an error on a zero-length vector. For some reason specials are not gated in this way (probably we never thought we'd have no specials defined in a savegame). This arrangement hasn't changed since savegame2.c was introduced (patch #1541). The old format in savegame.c mostly uses capabilities to gate loading of these string vectors (except for bases). It would be possible to rejig secfile_lookup_str_vec() to optionally allow zero-length arrays, and thus get rid of these redundant entries in the savefile. I'm tempted to do this on trunk. On stable branches I think we should just fix loading to use specials_size to remove the warning. ___ Reply to this item at: http://gna.org/bugs/?19836 ___ 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 #19778] National border dashed line of colour green gets confused with grassland tile in trident tileset
Update of bug #19778 (project freeciv): Planned Release: = 2.4.0,2.5.0 ___ Follow-up Comment #3: I'm inclined to try to fix this for 2.4.0, since the arrangements for colour are being revamped in that release anyway. Initial criteria for player colours: * No white (or black :). * No dark greens or blues (maybe very bright ones OK). ___ Reply to this item at: http://gna.org/bugs/?19778 ___ 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 #19745] Player scores excessively high in this savefile
Follow-up Comment #2, bug #19745 (project freeciv): In the original savegame, the scores are: * Gunnhill/philippe (Viking): 4 * ?/Admin (Amazigh): 1295 * Anna/AI (Brandenburgian): 1071 * Elizabeth I/AI (English): 1165 This is at T18. Ruleset is default. Leaders are in use. @master: I'm not sure what to glean from your screenshot, which shows techs and not scores. It is T2 and shows the Hackers already with at least Alphabet and Horseback Riding; is your problem that you think Hackers already have too many techs in T2? Could Hackers not just have got lucky with huts? Quite a bit of the map is explored already. ___ Reply to this item at: http://gna.org/bugs/?19745 ___ 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 #19848] assertion 'tech == (200-2) || (tech = 0 tech game.control.num_tech_types)' failed
URL: http://gna.org/bugs/?19848 Summary: assertion 'tech == (200-2) || (tech = 0 tech game.control.num_tech_types)' failed Project: Freeciv Submitted by: jtn Submitted on: Sun Jun 24 13:28:44 2012 Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: S2_3 r21354 Discussion Lock: Any Operating System: None Planned Release: ___ Details: While investigating the savegame attached to bug #19745 (file #15751), I noticed this assertion failure on the client. I notice team_pooled_research is enabled on the server, which I suspect is significant (although every player is in fact on their own team). Steps to reproduce # Start server with savegame # Take Elizabeth I in client (I suspect the exact player doesn't matter). # Start game # Go into edit mode # Select another player (or global observer) with the edit mode control (this backtrace is for Anna) # Boom. #0 0x7fedbdb857bb in raise (sig=value optimised out) at ../nptl/sysdeps/unix/sysv/linux/pt-raise.c:42 No locals. #1 0x0056849f in fc_assert_fail (file=0x5cd8ac tech.c, function=0x5cdb80 player_invention_state, line=114, assertion=value optimised out, message=0x0) at log.c:476 level = LOG_FATAL #2 0x0055c9c6 in player_invention_state ( pplayer=value optimised out, tech=value optimised out) at tech.c:112 __FUNCTION__ = player_invention_state #3 0x0055ca68 in base_total_bulbs_required (pplayer=0x27ca, tech=10186) at tech.c:621 tech_cost_style = 1 base_cost = value optimised out __FUNCTION__ = base_total_bulbs_required #4 0x00422b6d in client_research_sprite () at climisc.c:344 index = value optimised out #5 0x0041a6e2 in update_info_label () at mapview.c:141 label = value optimised out pplayer = value optimised out #6 0x00443e3a in handle_player_info (pinfo=0x8aee680) at packhand.c:1967 is_new_nation = false new_tech = true i = value optimised out research = value optimised out pplayer = 0x51b0850 my_player = 0x51b0850 pnation = value optimised out pgov = value optimised out ptarget_gov = value optimised out pslot = value optimised out tslot = value optimised out __FUNCTION__ = handle_player_info #7 0x00449979 in client_handle_packet (type=value optimised out, packet=0x0) at packhand_gen.c:133 No locals. #8 0x0041ed6e in client_packet_input (packet=value optimised out, type=51) at client_main.c:573 __FUNCTION__ = client_packet_input #9 0x004247f5 in input_from_server (fd=value optimised out) at clinet.c:419 result = true packet = 0x0 type = PACKET_PLAYER_INFO nb = value optimised out __FUNCTION__ = input_from_server #10 0x7fedbffb5d3f in ?? () from /usr/lib/libgdk-x11-2.0.so.0 No symbol table info available. #11 0x7fedbddd18c2 in g_main_context_dispatch () from /lib/libglib-2.0.so.0 No symbol table info available. #12 0x7fedbddd5748 in ?? () from /lib/libglib-2.0.so.0 No symbol table info available. #13 0x7fedbddd5c55 in g_main_loop_run () from /lib/libglib-2.0.so.0 No symbol table info available. #14 0x7fedc0378bc7 in gtk_main () from /usr/lib/libgtk-x11-2.0.so.0 No symbol table info available. #15 0x0041700f in ui_main (argc=1, argv=0x7fffbac7e298) at gui_main.c:1669 home = value optimised out sig = value optimised out __FUNCTION__ = ui_main #16 0x0041f20e in client_main (argc=value optimised out, argv=0x7fffbac7e298) at client_main.c:516 i = 2 loglevel = LOG_NORMAL ui_options = value optimised out ui_separator = 192 option = value optimised out user_tileset = false fatal_assertions = 6 __FUNCTION__ = client_main #17 0x7fedbd811c4d in __libc_start_main (main=value optimised out, argc=value optimised out, ubp_av=value optimised out, init=value optimised out, fini=value optimised out, rtld_fini=value optimised out, stack_end=0x7fffbac7e288) at libc-start.c:226 result = value optimised out unwind_buf = {cancel_jmp_buf = {{jmp_buf = {0, 369619734168764956, 4272608, 140736327049872, 0, 0, -369767137518386660, -361875447462854116}, mask_was_saved = 0}}, priv = {pad = { 0x0, 0x0, 0x589060, 0x7fffbac7e298}, data = {prev = 0x0, cleanup = 0x0, canceltype = 5804128}}} not_first_call = value optimised out #18 0x00413209 in _start () No symbol
[Freeciv-Dev] [bug #19725] Cease fire with RIP players may break alliances
Follow-up Comment #1, bug #19725 (project freeciv): See bug #17779 for another report of trouble with ghostly ceasefires. (I didn't fully understand that report.) ___ Reply to this item at: http://gna.org/bugs/?19725 ___ 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 #17779] Still Counting Down Cease-fire With R.I.P. Opponent
Follow-up Comment #2, bug #17779 (project freeciv): See also bug #19725. ___ Reply to this item at: http://gna.org/bugs/?17779 ___ 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 #19670] AI considers embassy negative thing
Update of bug #19670 (project freeciv): Category:None = ai ___ Reply to this item at: http://gna.org/bugs/?19670 ___ 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 #19616] Front part of base is drawn over unit in southeast tile
Additional Item Attachment, bug #19616 (project freeciv): File name: 19616.png Size:46 KB ___ Reply to this item at: http://gna.org/bugs/?19616 ___ 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 #19612] Loaded status on unit away from transport
Update of bug #19612 (project freeciv): Planned Release: = 2.4.0,2.5.0 ___ Follow-up Comment #2: I saw some funnies with units' transported status as seen on the client when digging into bug #19821 (S2_4). I assumed it was all down to wipe_unit(), but perhaps there's more to it. ___ Reply to this item at: http://gna.org/bugs/?19612 ___ 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 #19608] Number of units built
Update of bug #19608 (project freeciv): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #5: Everything looks to be working as designed, even if it's not immediately obvious, so closing as Invalid. (Suggestions welcome in a new ticket for better ways to indicate the different states of multiple build slot production than obscure punctuation. But consider *all* the places where city production progress appears.) ___ Reply to this item at: http://gna.org/bugs/?19608 ___ 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 #19725] Cease fire with RIP players may break alliances
Follow-up Comment #2, bug #19725 (project freeciv): Yes, this looks like a duplicate of bug #17779, just different effect of ghostly ceasefire. Although I didn't understand that Democracy effect either. We didn't notice any long lasting problems with RIPed war states. ___ Reply to this item at: http://gna.org/bugs/?19725 ___ 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 #19584] Left panel and the docks in it cannot be resized
Update of bug #19584 (project freeciv): Planned Release: = 2.4.0,2.5.0 ___ Reply to this item at: http://gna.org/bugs/?19584 ___ 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 #19583] No top menu in GTK3 client
Update of bug #19583 (project freeciv): Planned Release: = 2.4.0,2.5.0 ___ Reply to this item at: http://gna.org/bugs/?19583 ___ 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 #19564] Spelling mistake Unkown in internal error messages
Update of bug #19564 (project freeciv): Severity: 3 - Normal = 2 - Minor Status:None = Ready For Test Assigned to:None = jtn Operating System: GNU/Linux = Any Planned Release: = 2.3.3,2.4.0,2.5.0 Summary: pair of spelling mistakes = Spelling mistake Unkown in internal error messages ___ Follow-up Comment #1: These are error messages that no-one should ever see. Still, may as well fix them. (file #15874) ___ Additional Item Attachment: File name: trunk-S2_4-S2_3-unkown.diffSize:1 KB ___ Reply to this item at: http://gna.org/bugs/?19564 ___ 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 #19542] Incorrect form of address in diplomatic dialog
Follow-up Comment #1, bug #19542 (project freeciv): Unfortunately, now ruler titles are of the form Mother Superior %s, we can't do it without including the leader name as well. Mother Superior Grace O'Malley!, the Burmese ambassador has arrived ___ Reply to this item at: http://gna.org/bugs/?19542 ___ 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] Unexpected absence
Motherboard breakage prevents me from doing any freeciv development for a while. I'll try to check and answer emails every now and then. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19429] Assertion failures at start with 350x350 isometric map
Follow-up Comment #2, bug #19429 (project freeciv): Cause is fairly clear: MAP_MAX_LINEAR_SIZE (=512 on S2_3) is in native coordinates, whereas MAP_WIDTH/MAP_HEIGHT are (I think) map coordinates: #define MAP_WIDTH (MAP_IS_ISOMETRIC ? (map.xsize + map.ysize / 2) : map.xsize) #define MAP_HEIGHT (MAP_IS_ISOMETRIC ? (map.xsize + map.ysize / 2) : map.ysize) The obvious fix is to check NATIVE_WIDTH/HEIGHT instead (and possibly rename MAP_MAX_LINEAR_SIZE). But I haven't checked if those assertions are guarding something specific nearby that relies on them. Those assertions have existed since at least r7960 in 2004. I haven't checked if the definitions of the terms changed at some point. ___ Reply to this item at: http://gna.org/bugs/?19429 ___ 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 #19344] settled area calculation includes occupied-but-not-worked tiles within city radius
Update of bug #19344 (project freeciv): Summary:settled area = settled area calculation includes occupied-but-not-worked tiles within city radius ___ Follow-up Comment #1: It's been this way since at least r11136 in 2005 (haven't gone back further). It doesn't seem completely unreasonable to me for it to behave this way. Arguably it's prone to manipulation on the final turn. However, the area stats don't affect the numerical score. ___ Reply to this item at: http://gna.org/bugs/?19344 ___ 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 #19304] Double Vision with a small map
Update of bug #19304 (project freeciv): Status:None = Need Info ___ Reply to this item at: http://gna.org/bugs/?19304 ___ 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 #19344] settled area calculation includes occupied-but-not-worked tiles within city radius
Update of bug #19344 (project freeciv): Status:None = Need Info ___ Reply to this item at: http://gna.org/bugs/?19344 ___ 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 #19646] Typos in nation legends
Update of bug #19646 (project freeciv): Status: Ready For Test = Need Info ___ Reply to this item at: http://gna.org/bugs/?19646 ___ 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 #2024] Jamaican nation
Follow-up Comment #6, patch #2024 (project freeciv): No, that was just an error. I corrected it. ___ Reply to this item at: http://gna.org/patch/?2024 ___ 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 #3, patch #3313 (project freeciv): New base type Nets, buildable on Oceanic tiles after Seafaring discovered, required in tile before Harbor gives food bonus I like the idea. I find the bonus from harbours and offshore plataforms very powerful, imo it is better if you have to improve the tiles one by one as you suggest, like the farmlands. It would also make workers useful at islands. I'll test this idea with civ2civ3 ruleset, where AI hardly build harbours or farmlands anyway. ___ Reply to this item at: http://gna.org/patch/?3313 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2024] Jamaican nation
Follow-up Comment #7, patch #2024 (project freeciv): Thanks! ___ Reply to this item at: http://gna.org/patch/?2024 ___ 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 #19646] Typos in nation legends
Follow-up Comment #4, bug #19646 (project freeciv): I am not Asturian myself, and in fact, I had to look it up to make sure that Cuadonga was indeed Covadonga. I think that your reasoning with Moskva would be good if there were an English equivalent for Cuadonga; since there is none, the original name should be kept. But then, it would be quite reasonable for the Spanish translation to have Covadonga instead of Cuadonga. That would have the paradoxical effect that, since we have no Asturian translation, the whole world would see the original Asturian names, except for Asturians themselves, who probably play in Spanish. Duh. Hard to say. Any Asturians in the room? ___ Reply to this item at: http://gna.org/bugs/?19646 ___ 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 #19850] Move diplomat/spy veteran effects to ruleset
URL: http://gna.org/bugs/?19850 Summary: Move diplomat/spy veteran effects to ruleset Project: Freeciv Submitted by: jtn Submitted on: Sun Jun 24 18:39:51 2012 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.4.0,2.5.0 ___ Details: The effect of veterancy on diplomatic units has special treatment in the game code. There has been some history of tinkering with it, the most recent moves being: * For 2.3.x, bug #17264, reduced the effect of veterancy in diplomatic combat to at most 20%, to avoid elite diplomats being practically invincible. Effect varies linearly with index of veteran level (power factors not taken into effect). * For 2.4.x (not yet released), the calculation was reworked in patch #2348; now it's influenced by the power factor of the first and last veteran levels. I'm not very keen on the latter result -- it seems pretty arbitrary. However, 2.4.x also brings a fully generalised veteran system, as of patch #2346. Couldn't we just give diplomats and spies their own veteran levels, and let ruleset authors decide these details? * In fact, the veteran system even on S2_3 allows limited per-unit customisation, which would be sufficient for this purpose. I don't propose to backport this to S2_3 though. I propose using power_fact for diplomatic contests as well. In principle this couples the stats for normal and diplomatic combat; in practice, these units are defenseless (defense=0) in our supplied rulesets, so it makes no difference. (And this was already the case on S2_4.) Hypothetical already-ported rulesets for S2_4 would change behaviour as a result of this change. I'd update the ruleset update instructions http://freeciv.wikia.com/wiki/How_to_update_a_ruleset_from_2.3_to_2.4 to flag this as a late change. Any objections? ___ Reply to this item at: http://gna.org/bugs/?19850 ___ 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 #19850] Move diplomat/spy veteran effects to ruleset
Follow-up Comment #1, bug #19850 (project freeciv): (The fun bit) We'd also get to give the veteran ranks custom names instead of green/veteran/hardened/elite. For diplomats, there are some handy standardised systems of diplomatic rank http://en.wikipedia.org/wiki/Diplomatic_rank. We can steal from that. Say, playing a bit fast and loose, attaché/secretary/envoy/ambassador. * (Due to the ban on non-ASCII characters, attaché would have to be rendered attache in default strings, leaving translators to restore the accent.) I'm less sure of spy ranks (possible source http://en.wikipedia.org/wiki/Category:Spies_by_role). Informat, agent, spymaster? Who here reads spy novels? ;) ___ Reply to this item at: http://gna.org/bugs/?19850 ___ 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 #19850] Move diplomat/spy veteran effects to ruleset
Follow-up Comment #2, bug #19850 (project freeciv): Let's say we just replace the linear effect of veteran level in diplomat_success_vs_defender() with power_fact in a simple-minded way. To replicate the S2_3 default ruleset behaviour I think you'd need these ruleset declarations (untested): veteran_names = _(green), _(veteran), _(hardened), _(elite) veteran_raise_chance = 50, 33, 20, 0 veteran_power_fact = 100, 105, 110, 115 To approximate the (current) S2_4 behaviour: veteran_names = _(green), _(veteran), _(hardened), _(elite) veteran_raise_chance = 50, 33, 20, 0 veteran_power_fact = 100, 104, 109, 115 ___ Reply to this item at: http://gna.org/bugs/?19850 ___ 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 #3325] Allow custom types for governments to be used in effect requirements.
Update of patch #3325 (project freeciv): Status:None = Ready For Test ___ Reply to this item at: http://gna.org/patch/?3325 ___ 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 #2348] [veteran03] redo calculation of spy/diplomat chances
Follow-up Comment #2, patch #2348 (project freeciv): I must admit, I don't much care for this new formula; it seems somewhat arbitrary to mix numeric veteran level with power_fact. In bug #19850 I'm suggesting just taking the spy/diplomat veteran influence from the ruleset for 2.4.0. ___ Reply to this item at: http://gna.org/patch/?2348 ___ 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 #19818] Experimental ruleset: worker veteran system has problems
Follow-up Comment #3, bug #19818 (project freeciv): Angelo Locritani (alocritani@gna) already spotted the first problem last March (bug #17886)... ___ Reply to this item at: http://gna.org/bugs/?19818 ___ 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 #17886] Workers in experimental ruleset have veteran levels but NoVeteran flag
Update of bug #17886 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed Summary: Workers in experimental ruleset = Workers in experimental ruleset have veteran levels but NoVeteran flag ___ Follow-up Comment #1: I just rediscovered this in bug #19818. Since that ticket describes other problems as well, I'll close this one. ___ Reply to this item at: http://gna.org/bugs/?17886 ___ 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] unit_bribe_cost veteran contribution looks wrong
Update of bug #19253 (project freeciv): Summary: Bug in unit_bribe_cost = unit_bribe_cost veteran contribution looks wrong ___ Follow-up Comment #3: Without investigating version history more, I'm not sure if this has been written with multiple veteran levels in mind at all. Using the power of git log -S I find this code apparently came in in r12297 http://svn.gna.org/viewcvs/freeciv?revision=12297view=revision, RT #20368, in Sep 2006 (possibly as an afterthought). I dunno when multiple veteran levels came in. With RT still down I can't easily check the history further. Some examples. (tenlevels is a hypothetical ruleset with ten veteran levels with nonlinear power_fact=100,120,...,250.) Old behaviour: classic: 1.0x, 1.33x, 1.66x, 2.0x civ1/civ2: 1.0x, 1.33x tenlevels: 1.0x, 1.33x, ..., 4.0x akfaew behaviour: classic: 1.0x, 1.25x, 1.5x, 1.75x civ1/civ2: 1.0x, 1.5x tenlevels: 1.0x, 1.1x, ..., 1.9x simple power_fact based: classic: 1.0x, 1.5x, 1.75x, 2.0x civ1/civ2: 1.0x, 1.5x tenlevels: 1.0x, 1.2x, ..., 2.5x For the last, we could arbitrarily scale power_fact to give the same cost for veterans, but the costs for hardened/elite in classic/default ruleset would end up wrong. I don't think there's a simple answer that gives exactly the same results as before on existing rulesets. So, I'm leaning toward fixing this on S2_4 and living with the current S2_3 behaviour, so as not to disrupt running games by changing bribe costs. I'm leaning toward a formula involving semi-arbitrary valuations of power_fact and move_bonus. Any opinion on the values of the factors, or shall I just make them up? ___ 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 #19253] unit_bribe_cost veteran contribution looks wrong
Follow-up Comment #4, bug #19253 (project freeciv): this code apparently came in in r12297, RT #20368, in Sep 2006 (possibly as an afterthought). I dunno when multiple veteran levels came in data/default/units.ruleset already has multiple veteran levels defined in r12297: http://svn.gna.org/viewcvs/freeciv/trunk/data/default/units.ruleset?revision=12255view=markuppathrev=12297 ...and it seems to be first introduced in r7194, Jan 11 2004: http://svn.gna.org/viewcvs/freeciv?view=revisionrevision=7194 ___ 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 #18816] When you lose a technology, cities check doesn't count on upgradable productions
Follow-up Comment #5, bug #18816 (project freeciv): OK, here's what I guess is going on here. (Sorry if you'd worked this out; I finally got there.) * You had a bunch of cities building Caravans. * You got The Corporation. You won't be able to direct new cities to build Caravans, but the existing ones are left as they are; there's no check on productions at this point. * You tried to get Genetic Engineering, but fumbled it. You never had it. ** However, as I noted in comment #1, forget_tech_transfered() is called. This calls player_tech_lost(). *** That loops around all governments, unit activities, and city productions, and aborts any that you wouldn't be able to start in your current situation. This is done without reference to the specific tech you lost. In the case of city productions, it chooses a replacement project with choose_build_target(). *** So that includes the Caravan productions, even though (a) they're nothing to do with Genetic Engineering, (b) the server would have upgraded them to Freight the next turn. Two things to fix: * Trying to remove a tech the player never had. That just looks dangerous. * However, that's not sufficient; had you been the donor of Genetic Engineering you could genuinely have lost it and triggered this. Therefore, the checks in player_tech_lost() need to be reviewed and unified somehow with other server behaviour, particularly the end-turn production upgrade behaviour. ** We don't want to just upgrade here and now; if we were doing that, we should do it when we gained the tech. We just want to leave the existing production alone. ** (I don't think anything other than production is actually affected, as I suspect nothing other than actually losing techs can cause activities or governments to become unavailable.) ___ Reply to this item at: http://gna.org/bugs/?18816 ___ 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 #18787] Is build_landarea_map() overused with calc_civ_score?
Follow-up Comment #1, bug #18787 (project freeciv): I concur. I think the answer is probably to rename calc_civ_score() to calc_civ_scores() and move the player iteration inside it. (The structure of the code now in build_landarea_map() used to look quite different; see r11136 http://svn.gna.org/viewcvs/freeciv?revision=11136view=revision for when it changed. Perhaps this made more sense before that; I haven't checked.) ___ Reply to this item at: http://gna.org/bugs/?18787 ___ 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 #18787] Is build_landarea_map() overused with calc_civ_score?
Update of bug #18787 (project freeciv): Severity: 3 - Normal = 2 - Minor ___ Reply to this item at: http://gna.org/bugs/?18787 ___ 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 #18760] Pregame window size is too small on first run
Update of bug #18760 (project freeciv): Summary: Window size is too small on first run = Pregame window size is too small on first run ___ Follow-up Comment #1: Yes, I run into this with the pregame (player list) screen too. It also has a disconcerting tendency to resize when right-clicking on the player list. The point where most players in the list were changed into boldface made it worse; but I suspect we could keep that and use available space more effectively. ___ Reply to this item at: http://gna.org/bugs/?18760 ___ 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 #18733] fix AI handling of plague (health)
Update of bug #18733 (project freeciv): Category:None = ai ___ Reply to this item at: http://gna.org/bugs/?18733 ___ 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 #18717] Big city radius, fog of war
Follow-up Comment #7, bug #18717 (project freeciv): On freeciv-dev http://mail.gna.org/public/freeciv-dev/2012-06/msg00222.html Michal replies: A city with a warrior inside would have full vision radius. An empty city sees less. ___ Reply to this item at: http://gna.org/bugs/?18717 ___ 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 #19852] Multiplayer ruleset: can get free techs from Darwin's Voyage multiple times
URL: http://gna.org/bugs/?19852 Summary: Multiplayer ruleset: can get free techs from Darwin's Voyage multiple times Project: Freeciv Submitted by: jtn Submitted on: Sun Jun 24 21:41:17 2012 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: In the multiplayer ruleset, Darwin's Voyage is implemented as a small wonder. There's some Lua scripting involving an otherwise-unreachable tech called Theory of Evolution that's supposed to stop you getting techs from it more than once by rebuilding it (which would otherwise be possible, unlike great wonders). In bug #18394 (comment 8), I observed that this didn't seem to be working, but I don't seem to have raised a ticket, so here it is. I haven't re-tested this or gone into the details again. Random thoughts that might not be relevant: * Perhaps the small wonders surviving requirements on S2_4 (bug #17463) can help? (might require code change) * Otherwise, could we keep the state that the Lua script uses as a simple script variable, rather than a tech? Script variables are saved with the game. ___ Reply to this item at: http://gna.org/bugs/?19852 ___ 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 #18658] Help: mbook's small wonders are treated as buildings
Update of bug #18658 (project freeciv): Summary: mbooks little wonders are treated as buildings = Help: mbook's small wonders are treated as buildings ___ Reply to this item at: http://gna.org/bugs/?18658 ___ 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 #18476] allow to load games without a map (i.e. tutorial)
Follow-up Comment #2, bug #18476 (project freeciv): No objection from me -- I was thinking along the same lines. ___ Reply to this item at: http://gna.org/bugs/?18476 ___ 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 #18432] The server crashes without an error message if anyone has a unit with move_rate = 0
Update of bug #18432 (project freeciv): Status:None = Need Info ___ Follow-up Comment #1: I couldn't reproduce this as reported; I wound back to S2_4 r20006, changed the default ruleset so workers had move_rate=0, and played some turns without event. I started out with some of these useless workers, and also built some in cities. ___ Reply to this item at: http://gna.org/bugs/?18432 ___ 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 #18420] The Wiki entry for SVN does not mention 2.3
Update of bug #18420 (project freeciv): Status:None = Wont Fix Open/Closed:Open = Closed ___ Follow-up Comment #3: Going to close this... wiki page is already tolerably version-agnostic, and I don't want to change that for the reason Marko gave. ___ Reply to this item at: http://gna.org/bugs/?18420 ___ 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 #18254] Server ignores input when run in screen
Follow-up Comment #4, bug #18254 (project freeciv): I've only been able to provoke this message by typing Ctrl-D at the server prompt. I couldn't provoke it by just hitting Return, or by putting blank lines in .serv files. ___ Reply to this item at: http://gna.org/bugs/?18254 ___ 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 #18085] River and Map Format
Update of bug #18085 (project freeciv): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #10: Doesn't seem any point keeping this open... ___ Reply to this item at: http://gna.org/bugs/?18085 ___ 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 #18041] when fogged, border change more than it should
Follow-up Comment #2, bug #18041 (project freeciv): Same as bug #18588? If so, it wouldn't be reproducible from a savegame. And indeed, I can't reproduce it with 2.3.2 (which predates the fix for the above bug). @alocritani: can you look at the animated GIF attached to the other bug and confirm whether that's the same sort of thing you saw? If so, I think we can close this. ___ Reply to this item at: http://gna.org/bugs/?18041 ___ 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 #17960] wish: autoexplorers going back into a city
Follow-up Comment #1, bug #17960 (project freeciv): Also would be nice that autoexplorers move away quickly from territory belonging to nations which you have armistice with, similar to what requested by bug #14084. For the record since bug #14084 is now closed: I don't think the committed patch (bug #13928) did anything to change behaviour during armistice, only peace. ___ Reply to this item at: http://gna.org/bugs/?17960 ___ 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 #13943] Allow unit to choose which transport to load onto
Follow-up Comment #3, bug #13943 (project freeciv): Detail from duplicate bug #17934: If more than one transport is present when a unit is given the Load command, it will load into some [random?] transport. Please give the user a palette to choose from of available transports. It would be particularly beneficial if the user could see details of the individual transports such as free movement points and which units it is already carrying. ___ Reply to this item at: http://gna.org/bugs/?13943 ___ 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 #17934] Multiple Transports - Choice
Update of bug #17934 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17934 ___ 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] [Freeciv-i18n] Nations in Freeciv (was: S2_4 nation updates)
Whew, I unleashed something here. Jos has found this discussion, but it ought to have been on -dev as well as -i18n, so that other nation contributors have a chance to join in. Yes. We should at least contact Andrzej. I think there's two things here: whether all these nations are enhancing the game and belong in the core Freeciv distribution at all (ignoring for a moment the impact on translators), and if so, how to help players navigate them, and then there's managing the impact on the translation team specifically. Personally, I'm quite fond of our nation collection; I think it's pretty cool that there exists this growing GPL'd set of nation descriptions, with flags, cities, leaders, relationships (civil_war, conflicts_with) and potted histories (from which I've learnt some stuff), of consistent quality, all curated by a qualified historian. I accept that's not necessarily a reason that it has to live in the core of Freeciv, though. That's my feeling as well. I like being able to choose between a lot of nations including obscure ones, and it doesn't hurt having them in anyway. But at the same time it shouldn't become a nuisance for players who don't care much for having a multitude of nations. * More, finer-grained nation groups, and maybe subgroups (Europe/Baltic). This would also help automatic nation selection; if I select some Baltic duchy, it'd be kind of cool if the game is specific enough to throw six other Baltic duchy AIs into the game with me. Requires re-classifying existing nations, and for period-based grouping, probably some scholarly discussion and compromise (see Early Modern discussion in http://gna.org/patch/?1698 et al). * More sophisticated UI for selecting nation groups. Being able to filter on the intersection of Ancient AND African, for example, to get down to a manageable list to browse. Don't really know how to make this intuitive (I'd try Ctrl-clicking on the nation group tabs to select more than one, but it's not very discoverable). I like these ideas; it would allow for thematic games. If we are to be ruthless and somehow divide the nations into core and extended ones, well, I have no idea where to start :) I'd want to leave that up to Jos co, if they are willing. The core nations could be all nations that have appeared in one of the Civilization games. That would be 40-something nations, which seems like a manageable number. Actually, it might be a good idea to introduce a core nation group already in addition to the already existing nation groups. It could replace 'ancient' as the group that appears first when selecting a nation so that people who don't want to plow through large nation lists can pick a core one immediately. re incompleteness/imbalance: I wouldn't judge by the current snapshot of nations, since there's been a continuous flow of them for years. Jos can probably comment further, but http://gna.org/patch/?2010 suggests that they're approaching it continent-by-continent, so some areas are going to be fatter than others while that's going on. For some time I was making mothern nations based on the list of countries by population, but apart from that it's mostly random. All but two modern nations (Palau and Tuvalu) are included in the game now, three if you count Azawad. I have a list of nations that could be included (attached) but I don't have any systematic approach of which nations I make then. I usually just make a nation when I feel like it, though of course it often happens that I make a couple of geographically or historically related ones together. As far as I can tell Andrzej has the same approach. re in-game confusion caused by Poles vs Greater Poles etc: conflicts_with already exists and is maintained to discourage nations with confusingly similar names or flags from appearing in the same game. I checked a couple of the examples listed as confusingly similar, and they are marked as conflicting. On a related issue, it would be a good idea if the borders of flags and shields could be in the player color rather than default black. It would make identification slightly easier and as an additional plus we could have separate designs for flags and shields (cropping it out of the same source as used for the flag sometimes leads to ridiculous shield imagines). ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17864] Map generation retry leads to map created with rivers (and huts) over ocean
Update of bug #17864 (project freeciv): Status:None = Confirmed Planned Release: = 2.4.0,2.5.0 Summary: map created with rivers (and huts) over ocean = Map generation retry leads to map created with rivers (and huts) over ocean ___ Follow-up Comment #1: That savegame no longer loads into recent code. However, I reproduced the issue with head of S2_4 (r21357); new savegame attached. Only relevant option changed from default was temperature=0. The server couldn't allocate starting positions. Failed to create suitable map, retrying with another mapseed This setting isn't guaranteed to trigger a failure to allocate starting positions, but in my experiments it happened after a few goes. I'm guessing we're seeing the ghosts of continents from the last run that weren't cleared out properly. Retrying map generation is a new feature in 2.4.x (patch #2402). Hence, setting 2.4.0 release target. (file #15878) ___ Additional Item Attachment: File name: bug17864-svn-S24-r21357.sav.bz2 Size:12 KB ___ Reply to this item at: http://gna.org/bugs/?17864 ___ 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] Unexpected absence
On 24 June 2012 18:05, Marko Lindqvist cazf...@gmail.com wrote: Motherboard breakage prevents me from doing any freeciv development for a while. I'll try to check and answer emails every now and then. My secondary machine powered up after some work after all. I should be able to work with this, though not as efficiently. And I don't have my notes some other files. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17824] in fill_grid_sprite_array() [tilespec.c::4211]: assertion 't-sprites.player[plrid].grid_borders [pedge-type][1] != NUL
Update of bug #17824 (project freeciv): Summary: tilespec.c assertion failed = in fill_grid_sprite_array() [tilespec.c::4211]: assertion 't-sprites.player[plrid].grid_borders [pedge-type][1] != NUL ___ Follow-up Comment #4: Couldn't reproduce in a brief attempt following the clues here with S2_4 r21357. ___ Reply to this item at: http://gna.org/bugs/?17824 ___ 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 #3339] ConnectLand road flag
URL: http://gna.org/patch/?3339 Summary: ConnectLand road flag Project: Freeciv Submitted by: cazfi Submitted on: Mon 25 Jun 2012 01:53:38 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: One road type I want to support are tunnels on oceanic tiles for land units. We want to limit such road type to oceanic terrains, but at the same time they should visually connect to land. Normally roads connect only to adjacent tiles with similar road. Add support for road flag ConnectLand that makes road in oceanic tile to connect to adjacent land tiles even if they have don't have similar road. This affects only how roads are drawn, their behavior is not affected. ___ File Attachments: --- Date: Mon 25 Jun 2012 01:53:39 AM EEST Name: ConnectLand.diff Size: 7kB By: cazfi http://gna.org/patch/download.php?file_id=15879 ___ Reply to this item at: http://gna.org/patch/?3339 ___ 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 #17801] Freeciv Crashing on Ubuntu 10.10
Follow-up Comment #2, bug #17801 (project freeciv): There's not really anything to go on in this bug report... will close as Invalid soon unless some new info appears. ___ Reply to this item at: http://gna.org/bugs/?17801 ___ 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 #17793] city_map_radius_sq_get() [../../common/city.c::132]: assertion 'pcity != ((void *)0)' failed.
Update of bug #17793 (project freeciv): Planned Release: 2.3.0 = ___ Reply to this item at: http://gna.org/bugs/?17793 ___ 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 #16651] pseudo-fractal map generator can't be used with different startpos options (other than default=0)
Follow-up Comment #2, bug #16651 (project freeciv): I just tried this on the head of S2_4, and the result I got looked like it came from the FRACTAL rather than RANDOM generator (more raggedy edges). However: the number of islands the generator generates can depend on the startpos setting. For FRACTAL and startpos=VARIABLE (your setting), it looks like the fractal generator will try to create enough islands for players; whereas the default startpos=DEFAULT is equivalent to startpos=ALL for generator=FRACTAL, All players on a single continent; thus the generator will tend generate a single big continent. Perhaps that made you think you got a RANDOM map? Unfortunately, I don't see a way of achieving what you want with the current code (although it's possible for the default startpos=ALL setting to decay into startpos=VARIABLE, it's not guaranteed). If we changed it so that startpos=VARIABLE caused generator=FRACTAL to generate a single continent, then the existing behaviour would be unreachable (although again, startpos=ALL or 2or3 could decay into VARIABLE). (Running the server with -d 3 gives some insight into what it's doing with these settings, fallbacks etc.) ___ Reply to this item at: http://gna.org/bugs/?16651 ___ 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 #16684] Possible Bug using Island generator
Follow-up Comment #4, bug #16684 (project freeciv): Original report has generator=ISLANDS + startpos=SINGLE generating different-looking maps to startpos=VARIABLE. That the behaviour is different appears to be deliberate in the code; for ISLANDS, simply calls a different generator function depending on the startpos setting. when you enable 1 x 1 islands doesn't work, it's a myth i haven't ever seen one. That setting is more like allow 1x1 islands; if it's not set, they are removed after map generation, but if it's set, there's no guarantee you'll get them. This is likely generator-dependent. And if you set (3,7,3,1) you don't get an island game it changes to continental (for 4 players) :( I don't understand the notation, but falling back to other generators is certainly a thing that can happen. ___ Reply to this item at: http://gna.org/bugs/?16684 ___ 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 #17753] Startpos ALL with generator RANDOM and ISLAND
Follow-up Comment #1, bug #17753 (project freeciv): Still seems true with default settings. Falling back from what you asked for in terms of startpos (and in extreme cases, generator) is something that can happen; if the generators fail to produce a single island which the start position generator deems to have enough goodies for all the players, it will happen. To get an insight into what the server is thinking, run it with -d 3 and scrutinise the output. Possibly the server should be louder when it can't meet the player's requirements. ___ Reply to this item at: http://gna.org/bugs/?17753 ___ 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 #17737] killunhomed server option is unusable
Follow-up Comment #6, bug #17737 (project freeciv): Soo... killunhomed was originally designed to dispatch initial units, and that's what this ticket was complaining about. So, clearly not everyone thinks it's unusable as-is :) There's also a digression(?) about the new(ish) capture feature and how that interacts with killunhomed. Anything to do here, or shall we close this? ___ Reply to this item at: http://gna.org/bugs/?17737 ___ 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 #17733] ToAlliesOnly toggle button doesn't appear for client-started game
Update of bug #17733 (project freeciv): Summary: ToAlliesOnly toggle button's appearance = ToAlliesOnly toggle button doesn't appear for client-started game ___ Follow-up Comment #2: Yes, this is deliberate behaviour. Clearly it's not ideal if you're starting a multiplayer game from a spawned server. (But that's about to get harder due to the fix for bug #18530.) ___ Reply to this item at: http://gna.org/bugs/?17733 ___ 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 #17729] More players and nations in scenarios
Update of bug #17729 (project freeciv): Severity: 3 - Normal = 1 - Wish ___ Reply to this item at: http://gna.org/bugs/?17729 ___ 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 #17680] assertion 'vsystem-levels level' failed
Update of bug #17680 (project freeciv): Planned Release: = 2.4.0,2.5.0 ___ Follow-up Comment #2: This is/was probably in new veteran code, so setting 2.4.0 target. (Despite the fact that there are no leads...) ___ Reply to this item at: http://gna.org/bugs/?17680 ___ 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 #17658] Translate msgid freeciv 2.3.0
Update of bug #17658 (project freeciv): Planned Release: = 2.5.0 ___ Follow-up Comment #6: This should be moot now, as the saveversion option has been removed from trunk in patch #3188. (However, the strings have not... I don't think they're used elsewhere.) ___ Reply to this item at: http://gna.org/bugs/?17658 ___ 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 #17636] failure to load
Follow-up Comment #1, bug #17636 (project freeciv): It's been a long time, but I don't suppose you still have the savefile? If so, could you attach it here? Otherwise, we'll never know, but I'd guess that the savefile ended up truncated or corrupted. ___ Reply to this item at: http://gna.org/bugs/?17636 ___ 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 #17347] Incorrect numerical sort order in Cities report.
Update of bug #17347 (project freeciv): Status: Need Info = Wont Fix Open/Closed:Open = Closed ___ Follow-up Comment #4: Pretty sure this was fixed already in 2.2.x. Pretty sure there won't be another 2.1.x to fix this in. ___ Reply to this item at: http://gna.org/bugs/?17347 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev