[Freeciv-Dev] [patch #3314] fix a few minor errors in gtkpixcomm

2012-06-24 Thread Marko Lindqvist
Update of patch #3314 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #19846] Closing unit select dialog asserts

2012-06-24 Thread Marko Lindqvist
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.






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[Freeciv-Dev] [bug #19846] Closing unit select dialog asserts

2012-06-24 Thread Jacob Nevins
Update of bug #19846 (project freeciv):

 Planned Release: = 2.4.0  


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[Freeciv-Dev] [patch #3335] Remove old Road Railroad from main specials list

2012-06-24 Thread Marko Lindqvist
Follow-up Comment #1, patch #3335 (project freeciv):

- Fixed loading of old special order with roads  railroads in it

(file #15872)
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Additional Item Attachment:

File name: RoadOldSpe-2.diff.bz2  Size:5 KB


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[Freeciv-Dev] [bug #19836] Specials vector size saved as specials_size, but loaded as special_size

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19778] National border dashed line of colour green gets confused with grassland tile in trident tileset

2012-06-24 Thread Jacob Nevins
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).

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[Freeciv-Dev] [bug #19745] Player scores excessively high in this savefile

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19848] assertion 'tech == (200-2) || (tech = 0 tech game.control.num_tech_types)' failed

2012-06-24 Thread Jacob Nevins
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

2012-06-24 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #17779] Still Counting Down Cease-fire With R.I.P. Opponent

2012-06-24 Thread Jacob Nevins
Follow-up Comment #2, bug #17779 (project freeciv):

See also bug #19725.

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[Freeciv-Dev] [bug #19670] AI considers embassy negative thing

2012-06-24 Thread Jacob Nevins
Update of bug #19670 (project freeciv):

Category:None = ai 


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[Freeciv-Dev] [bug #19616] Front part of base is drawn over unit in southeast tile

2012-06-24 Thread Jacob Nevins
Additional Item Attachment, bug #19616 (project freeciv):

File name: 19616.png  Size:46 KB


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[Freeciv-Dev] [bug #19612] Loaded status on unit away from transport

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19608] Number of units built

2012-06-24 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #19725] Cease fire with RIP players may break alliances

2012-06-24 Thread Jaakko Heusala
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.

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[Freeciv-Dev] [bug #19584] Left panel and the docks in it cannot be resized

2012-06-24 Thread Jacob Nevins
Update of bug #19584 (project freeciv):

 Planned Release: = 2.4.0,2.5.0


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[Freeciv-Dev] [bug #19583] No top menu in GTK3 client

2012-06-24 Thread Jacob Nevins
Update of bug #19583 (project freeciv):

 Planned Release: = 2.4.0,2.5.0


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[Freeciv-Dev] [bug #19564] Spelling mistake Unkown in internal error messages

2012-06-24 Thread Jacob Nevins
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

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Follow-up Comment #1:

These are error messages that no-one should ever see. Still, may as well fix
them.

(file #15874)
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Additional Item Attachment:

File name: trunk-S2_4-S2_3-unkown.diffSize:1 KB


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[Freeciv-Dev] [bug #19542] Incorrect form of address in diplomatic dialog

2012-06-24 Thread Jacob Nevins
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

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[Freeciv-Dev] Unexpected absence

2012-06-24 Thread Marko Lindqvist
 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

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[Freeciv-Dev] [bug #19429] Assertion failures at start with 350x350 isometric map

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19344] settled area calculation includes occupied-but-not-worked tiles within city radius

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19304] Double Vision with a small map

2012-06-24 Thread Jacob Nevins
Update of bug #19304 (project freeciv):

  Status:None = Need Info  


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[Freeciv-Dev] [bug #19344] settled area calculation includes occupied-but-not-worked tiles within city radius

2012-06-24 Thread Jacob Nevins
Update of bug #19344 (project freeciv):

  Status:None = Need Info  


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[Freeciv-Dev] [bug #19646] Typos in nation legends

2012-06-24 Thread Jacob Nevins
Update of bug #19646 (project freeciv):

  Status:  Ready For Test = Need Info  


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[Freeciv-Dev] [patch #2024] Jamaican nation

2012-06-24 Thread J.M. Maalderink
Follow-up Comment #6, patch #2024 (project freeciv):

No, that was just an error. I corrected it.

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[Freeciv-Dev] [patch #3313] Nets to experimental ruleset

2012-06-24 Thread David Fernandez
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.

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[Freeciv-Dev] [patch #2024] Jamaican nation

2012-06-24 Thread Jacob Nevins
Follow-up Comment #7, patch #2024 (project freeciv):

Thanks!

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[Freeciv-Dev] [bug #19646] Typos in nation legends

2012-06-24 Thread Joan Creus
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?

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[Freeciv-Dev] [bug #19850] Move diplomat/spy veteran effects to ruleset

2012-06-24 Thread Jacob Nevins
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?




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[Freeciv-Dev] [bug #19850] Move diplomat/spy veteran effects to ruleset

2012-06-24 Thread Jacob Nevins
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? ;)

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[Freeciv-Dev] [bug #19850] Move diplomat/spy veteran effects to ruleset

2012-06-24 Thread Jacob Nevins
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



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[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-24 Thread Jacob Nevins
Update of patch #3325 (project freeciv):

  Status:None = Ready For Test 


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[Freeciv-Dev] [patch #2348] [veteran03] redo calculation of spy/diplomat chances

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems

2012-06-24 Thread Jacob Nevins
Follow-up Comment #3, bug #19818 (project freeciv):

Angelo Locritani (alocritani@gna) already spotted the first problem last March
(bug #17886)...

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[Freeciv-Dev] [bug #17886] Workers in experimental ruleset have veteran levels but NoVeteran flag

2012-06-24 Thread Jacob Nevins
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

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Follow-up Comment #1:

I just rediscovered this in bug #19818. Since that ticket describes other
problems as well, I'll close this one.

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[Freeciv-Dev] [bug #19253] unit_bribe_cost veteran contribution looks wrong

2012-06-24 Thread Jacob Nevins
Update of bug #19253 (project freeciv):

 Summary:  Bug in unit_bribe_cost = unit_bribe_cost veteran
contribution looks wrong

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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?

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[Freeciv-Dev] [bug #19253] unit_bribe_cost veteran contribution looks wrong

2012-06-24 Thread Marko Lindqvist
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

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[Freeciv-Dev] [bug #18816] When you lose a technology, cities check doesn't count on upgradable productions

2012-06-24 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #18787] Is build_landarea_map() overused with calc_civ_score?

2012-06-24 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #18787] Is build_landarea_map() overused with calc_civ_score?

2012-06-24 Thread Jacob Nevins
Update of bug #18787 (project freeciv):

Severity:  3 - Normal = 2 - Minor  


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[Freeciv-Dev] [bug #18760] Pregame window size is too small on first run

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #18733] fix AI handling of plague (health)

2012-06-24 Thread Jacob Nevins
Update of bug #18733 (project freeciv):

Category:None = ai 


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[Freeciv-Dev] [bug #18717] Big city radius, fog of war

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19852] Multiplayer ruleset: can get free techs from Darwin's Voyage multiple times

2012-06-24 Thread Jacob Nevins
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.




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[Freeciv-Dev] [bug #18658] Help: mbook's small wonders are treated as buildings

2012-06-24 Thread Jacob Nevins
Update of bug #18658 (project freeciv):

 Summary: mbooks little wonders are treated as buildings =
Help: mbook's small wonders are treated as buildings


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[Freeciv-Dev] [bug #18476] allow to load games without a map (i.e. tutorial)

2012-06-24 Thread Jacob Nevins
Follow-up Comment #2, bug #18476 (project freeciv):

No objection from me -- I was thinking along the same lines.

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[Freeciv-Dev] [bug #18432] The server crashes without an error message if anyone has a unit with move_rate = 0

2012-06-24 Thread Jacob Nevins
Update of bug #18432 (project freeciv):

  Status:None = Need Info  

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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.

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[Freeciv-Dev] [bug #18420] The Wiki entry for SVN does not mention 2.3

2012-06-24 Thread Jacob Nevins
Update of bug #18420 (project freeciv):

  Status:None = Wont Fix   
 Open/Closed:Open = Closed 

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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.

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[Freeciv-Dev] [bug #18254] Server ignores input when run in screen

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #18085] River and Map Format

2012-06-24 Thread Jacob Nevins
Update of bug #18085 (project freeciv):

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

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Follow-up Comment #10:

Doesn't seem any point keeping this open...

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[Freeciv-Dev] [bug #18041] when fogged, border change more than it should

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #17960] wish: autoexplorers going back into a city

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #13943] Allow unit to choose which transport to load onto

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #17934] Multiple Transports - Choice

2012-06-24 Thread Jacob Nevins
Update of bug #17934 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 


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Re: [Freeciv-Dev] [Freeciv-i18n] Nations in Freeciv (was: S2_4 nation updates)

2012-06-24 Thread Jos M. Maalderink

 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).

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[Freeciv-Dev] [bug #17864] Map generation retry leads to map created with rivers (and huts) over ocean

2012-06-24 Thread Jacob Nevins
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)
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Additional Item Attachment:

File name: bug17864-svn-S24-r21357.sav.bz2 Size:12 KB


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Re: [Freeciv-Dev] Unexpected absence

2012-06-24 Thread Marko Lindqvist
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

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[Freeciv-Dev] [bug #17824] in fill_grid_sprite_array() [tilespec.c::4211]: assertion 't-sprites.player[plrid].grid_borders [pedge-type][1] != NUL

2012-06-24 Thread Jacob Nevins
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

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Follow-up Comment #4:

Couldn't reproduce in a brief attempt following the clues here with S2_4
r21357.

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[Freeciv-Dev] [patch #3339] ConnectLand road flag

2012-06-24 Thread Marko Lindqvist
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.



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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

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[Freeciv-Dev] [bug #17801] Freeciv Crashing on Ubuntu 10.10

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #17793] city_map_radius_sq_get() [../../common/city.c::132]: assertion 'pcity != ((void *)0)' failed.

2012-06-24 Thread Jacob Nevins
Update of bug #17793 (project freeciv):

 Planned Release:   2.3.0 =


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[Freeciv-Dev] [bug #16651] pseudo-fractal map generator can't be used with different startpos options (other than default=0)

2012-06-24 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #16684] Possible Bug using Island generator

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #17753] Startpos ALL with generator RANDOM and ISLAND

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #17737] killunhomed server option is unusable

2012-06-24 Thread Jacob Nevins
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?

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[Freeciv-Dev] [bug #17733] ToAlliesOnly toggle button doesn't appear for client-started game

2012-06-24 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #17729] More players and nations in scenarios

2012-06-24 Thread Jacob Nevins
Update of bug #17729 (project freeciv):

Severity:  3 - Normal = 1 - Wish   


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[Freeciv-Dev] [bug #17680] assertion 'vsystem-levels level' failed

2012-06-24 Thread Jacob Nevins
Update of bug #17680 (project freeciv):

 Planned Release: = 2.4.0,2.5.0

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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...)

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[Freeciv-Dev] [bug #17658] Translate msgid freeciv 2.3.0

2012-06-24 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #17636] failure to load

2012-06-24 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #17347] Incorrect numerical sort order in Cities report.

2012-06-24 Thread Jacob Nevins
Update of bug #17347 (project freeciv):

  Status:   Need Info = Wont Fix   
 Open/Closed:Open = Closed 

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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.

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