[Freeciv-Dev] [patch #3368] Update contact information in About Freeciv help

2012-07-10 Thread Jacob Nevins
Update of patch #3368 (project freeciv):

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


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[Freeciv-Dev] [patch #3287] fcdb: support SQLite backend out of the box

2012-07-10 Thread Jacob Nevins
Update of patch #3287 (project freeciv):

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


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[Freeciv-Dev] [bug #19911] fcdb: database.lua should not be searched for on paths overridable by modpack

2012-07-10 Thread Jacob Nevins
Update of bug #19911 (project freeciv):

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


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[Freeciv-Dev] [bug #19913] Unit veteran level can exceed new type's maximum on upgrade

2012-07-10 Thread Jacob Nevins
Follow-up Comment #5, bug #19913 (project freeciv):

 Have you considered scaling instead of clipping?
I hadn't. That would be kind of consistent with other upgrade behaviour (HP,
MP).

However, then you have to ask whether upgrading to a unit with *more* veteran
levels should also scale. And unlike HP/MP, we don't know (and probably
shouldn't guess) if the ruleset author made it so the maximum veteran level
has similar goodness for the two unit types, or if for the newer one, the
first few veteran levels are the same and there's just more room for
improvement at the top end.

So I'm inclined not to scale, or at most to take your nasty option.

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[Freeciv-Dev] [bug #19917] Foggedborders and own borders

2012-07-10 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19917

 Summary: Foggedborders and own borders
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 10 Jul 2012 01:34:58 PM EEST
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:

Foggedborders applies even to own borders.

1. Player 1 has fortress claiming borders, but no vision of the area
2. Player 2 walks to fortress
3. Both players see area as their own


I came across this when trying to test if there's another bug like I think
there is. When fortress acts as watchtower, old owner loses vision before
borders, so (s)he will not see the latter.




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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-10 Thread J. M. Gorbach
Follow-up Comment #13, patch #3377 (project freeciv):

Savegame format does't run for scenario files (ie. earth 160x90, etc.).
Neither

mapsize, FULLSIZE, FULLSIZE ?
size, x measure, y measure ?

nor

+topology, ISO|WRAPX, ISO|WRAPX ?
+mapsize, XYSIZE, XYSIZE ?
+xsize, x measure, x measure ?
+ysize, y measure, y measure ?



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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-10 Thread Marko Lindqvist
Follow-up Comment #14, patch #3377 (project freeciv):

 earth 160x90

 topology, ISO|WRAPX, ISO|WRAPX ?
 mapsize, XYSIZE, XYSIZE ?
 xsize, x measure, x measure ?
 ysize, y measure, y measure ?

That scenario has map already, server settings for generating one should not
matter.

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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-10 Thread J. M. Gorbach
Follow-up Comment #15, patch #3377 (project freeciv):

That scenario has map already, server settings for generating one should not
matter.
Ok. Save and load tutorial.sav without errors.

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[Freeciv-Dev] [patch #3396] Boolean Check For Effects

2012-07-10 Thread David Lowe
URL:
  http://gna.org/patch/?3396

 Summary: Boolean Check For Effects
 Project: Freeciv
Submitted by: doctorjlowe
Submitted on: Tue 10 Jul 2012 09:26:59 AM PDT
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

In patch #3345, a wish was expressed that effects should be tested against
greater than zero as opposed to not equal zero.  'city_bool.patch' is a down
payment against such an effort.  If i finally have the format right i will do
the rest.



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File Attachments:


---
Date: Tue 10 Jul 2012 09:26:59 AM PDT  Name: city_bool.patch  Size: 782B   By:
doctorjlowe

http://gna.org/patch/download.php?file_id=16051

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[Freeciv-Dev] [bug #19919] When playing scenario, normal save creates scenario

2012-07-10 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19919

 Summary: When playing scenario, normal save creates scenario
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 10 Jul 2012 08:59:55 PM EEST
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:

If one is playing scenario, i.e., has loaded scenario information, the
scenario information gets saved with normal saves too, meaning that all
savegames are created as new scenarios. This could lead to client Start
Scenario Game page to list all savegames from such a game with identical name
and description to the real thing.

I think, but have had not time to test, this is down to broken logix in
sg_save_scenario(). It saves game as scenario, if scenario save is requested
OR game has information required for saving it as scenario.
The other side of that bug would be that it will also try to save game as
scenario always when scenario save is requested, even if game is not scenario
(has no scenario information).




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[Freeciv-Dev] [bug #19919] When playing scenario, normal save creates scenario

2012-07-10 Thread Marko Lindqvist
Update of bug #19919 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.3.3, 2.4.0, 2.5.0

___

Follow-up Comment #1:

Tested my theories. Fix attached.

(file #16052)
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Additional Item Attachment:

File name: ScensaveFix.patch  Size:0 KB


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[Freeciv-Dev] [bug #19919] When playing scenario, normal save creates scenario

2012-07-10 Thread J. M. Gorbach
Follow-up Comment #2, bug #19919 (project freeciv):

Tested my theories. Fix attached.
Applied patch and bug seems fixed.

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[Freeciv-Dev] [bug #19912] Veteran level names required to be adjectival

2012-07-10 Thread Jacob Nevins
Update of bug #19912 (project freeciv):

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


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

2012-07-10 Thread Jacob Nevins
Update of bug #19850 (project freeciv):

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


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

2012-07-10 Thread Jacob Nevins
Update of bug #19818 (project freeciv):

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


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[Freeciv-Dev] [bug #19919] When playing scenario, normal save creates scenario

2012-07-10 Thread Marko Lindqvist
Follow-up Comment #3, bug #19919 (project freeciv):

This bug might actually be handy at the moment. One can update scenarios by
simply loading them to server and saving, without even connecting client.
I noticed this when I was about to open ticket about how there's currently no
way to do such updates... one can save scenarios only from client, and only
when game is already started (so no scenarios starting in pre-game)

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[Freeciv-Dev] [patch #3381] Fix civ2civ3 gettext warnings

2012-07-10 Thread Marko Lindqvist
Update of patch #3381 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3397] Fix database.lua gettext warning

2012-07-10 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3397

 Summary: Fix database.lua gettext warning
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 11 Jul 2012 12:21:36 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0, 2.5.0

___

Details:

Fix gettext warning caused by database.lua comment.



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File Attachments:


---
Date: Wed 11 Jul 2012 12:21:36 AM EEST  Name: DbLuaGettextWarn.patch  Size:
603B   By: cazfi

http://gna.org/patch/download.php?file_id=16053

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[Freeciv-Dev] [patch #3380] Remove obsolete gtk3 Freeciv theme files from Makefile.am

2012-07-10 Thread Marko Lindqvist
Update of patch #3380 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3398] Correct Freeciv capitalization

2012-07-10 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3398

 Summary: Correct Freeciv capitalization
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 11 Jul 2012 01:03:47 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: 2.3.3, 2.4.0, 2.5.0

___

Details:

There's no capital 'C' in name of Freeciv. Some occurrences of wrong
capitalization was found from files under version control. This patch corrects
them all except ones in ChangeLog.



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File Attachments:


---
Date: Wed 11 Jul 2012 01:03:47 AM EEST  Name: CorrectCapitalization.patch 
Size: 17kB   By: cazfi

http://gna.org/patch/download.php?file_id=16054
---
Date: Wed 11 Jul 2012 01:03:47 AM EEST  Name: CorrectCapitalization-S2_3.patch
 Size: 18kB   By: cazfi

http://gna.org/patch/download.php?file_id=16055
---
Date: Wed 11 Jul 2012 01:03:47 AM EEST  Name: CorrectCapitalization-S2_4.patch
 Size: 18kB   By: cazfi

http://gna.org/patch/download.php?file_id=16056

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

2012-07-10 Thread Jacob Nevins
Update of bug #19253 (project freeciv):

 Planned Release: = 2.4.0,2.5.0


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[Freeciv-Dev] [patch #3389] Use advisors, not default ai, dangerous tile detection for human players

2012-07-10 Thread Marko Lindqvist
Update of patch #3389 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3399] Avoid busyloop in unit movement animation

2012-07-10 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3399

 Summary: Avoid busyloop in unit movement animation
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 11 Jul 2012 02:00:15 AM EEST
Category: client
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0, 2.5.0

___

Details:

Currently client redraws unit in busyloop when it is moving.

Redraw only if something has changed, i.e., unit is no longer in exactly same
location. Otherwise wait 0.5 ms.



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File Attachments:


---
Date: Wed 11 Jul 2012 02:00:15 AM EEST  Name: MoveAnimNoBusy.patch  Size: 2kB 
 By: cazfi

http://gna.org/patch/download.php?file_id=16057

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Re: [Freeciv-Dev] Gtk3 client map update behaviour

2012-07-10 Thread Marko Lindqvist
On 6 July 2012 00:09, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
 Not sure if this is a bug or expected behaviour, so I haven't raised a
 ticket.

 Please open ticket. Even if it's expected result of the way
buffering (or something) has been made, this has to be fixed somehow.

 With the Gtk3 client, I've noticed that intermediate updates to the map
 don't seem to be drawn. For instance if I start a game and then hit X
 on my Explorer, he instantly appears three tiles away, whereas with the
 Gtk2 client, I see all the intermediate steps.

 I confirmed this by setting very high Unit Movement Animation Time.
When I then moved a unit, nothing happened for a while (time I set)
and then unit appeared in its target tile. I also added logging to
move_unit_map_canvas() to show coordinates it tries to draw unit to,
and that number changed pixel by pixel from old tile to new one.


 - ML

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[Freeciv-Dev] [patch #3400] Include gtk3 Freeciv theme to tarball

2012-07-10 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3400

 Summary: Include gtk3 Freeciv theme to tarball
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 11 Jul 2012 02:37:33 AM EEST
Category: client-gtk-3.0
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0, 2.5.0

___

Details:

Add gtk3 Freeciv theme to tarball and to installation.

When the theme was not working properly, I thought that we should leave it out
from beta1 tarball, and keep in development in svn only. But now it's IMHO
better than no theme, so I think this should go in already.





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File Attachments:


---
Date: Wed 11 Jul 2012 02:37:33 AM EEST  Name: DistGtk3Theme.patch  Size: 2kB  
By: cazfi

http://gna.org/patch/download.php?file_id=16058

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[Freeciv-Dev] [patch #2998] Update README.ruleset_experimental for S2_4 (and late S2_3) changes

2012-07-10 Thread Jacob Nevins
Update of patch #2998 (project freeciv):

 Summary: Update README.ruleset_experimental for recent
changes = Update README.ruleset_experimental for S2_4 (and late S2_3) changes

___

Follow-up Comment #7:

I've left it so long that new stuff has appeared on trunk. Raising new ticket
patch #3401 for that.

Patch RSN, honest.

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[Freeciv-Dev] [bug #19921] Intermediate animation steps in map update not visible

2012-07-10 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19921

 Summary: Intermediate animation steps in map update not
visible
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Jul 11 01:07:04 2012
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: GNU/Linux
 Planned Release: 2.4.0,2.5.0

___

Details:

As posted to freeciv-dev
http://mail.gna.org/public/freeciv-dev/2012-07/msg00147.html:

Not sure if this is a bug or expected behaviour.

With the Gtk3 client, I've noticed that intermediate updates to the map don't
seem to be drawn. For instance if I start a game and then hit X on my
Explorer, he instantly appears three tiles away, whereas with the Gtk2 client,
I see all the intermediate steps.

(My Gtk3 machine is a slowish netbook, in case it makes a difference.)

cazfi responded:

Even if it's expected result of the way buffering (or something) has been
made, this has to be fixed somehow.

I confirmed this by setting very high Unit Movement Animation Time. When I
then moved a unit, nothing happened for a while (time I set) and then unit
appeared in its target tile. I also added logging to move_unit_map_canvas() to
show coordinates it tries to draw unit to, and that number changed pixel by
pixel from old tile to new one.




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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-10 Thread Marko Lindqvist
Follow-up Comment #16, patch #3377 (project freeciv):

- Huts were not added to generated map
- Set only those server settings that should have non-default value
- Removed specials from savegame.options as there's no map included at all
- Restored one changed string

(file #16059)
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Additional Item Attachment:

File name: TutorialUp-3.patch Size:7 KB


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[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-10 Thread Marko Lindqvist
Follow-up Comment #6, bug #19899 (project freeciv):

 When I press end turn I get this error: in tdc_plr_set()
 [aisettler.c::533]: assertion
 'ai-settler-tdc_hash != ((void*)0)' failed.

I don't see such error with or without the patch. Does it happen to you every
time, or do you have specific steps to reproduce? Can you test if it happens
also without the patch (if it does, patch is certainly not the reason it
happens)? Do you have backtrace (you usually get one with these error messages
if you have configured with --enable-debug)?

As the question if this is caused by my patch, this curiously happens with
somewhat related code; autosettlers. Yet I don't see how my patch could be the
reason directly. One theory is that error is with Workers, which AI never had
time to build without my patch as it was just building Settlers.

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[Freeciv-Dev] [bug #19922] Too easy to lose boats when city lost to migration?

2012-07-10 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19922

 Summary: Too easy to lose boats when city lost to migration?
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Jul 11 02:02:15 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_4 r21510
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I just moved a boat into a size 1 city, using all its movement points, and
then the next turn, the city was disbanded due to migration. I lost the boat!
Messages:
* This unit has no moves left.
* This unit has no moves left.
* When Salzburg was disbanded your Ironclad could not get out, and it was
therefore lost.

I felt rather aggrieved by this (it was elite), but I'm not sure if I should
just take it.

If so, the messages need clearing up -- the no moves left message appears
twice because unit_move_handling() is called for every adjacent ocean tile
(here there were two) and emits this each time. The message doesn't make sense
when it's not a user's direct action that caused the move.

But perhaps we should have an emergency mode for unit_move_handling()
ignoring moves left and other things like ZOC, unitwaittime, etc that I think
the current code falls foul of.

Or we could just use bounce_unit(), or do something like
bounce_units_on_terrain_change() does. (Perhaps all these special cases should
be unified?)

While I suspect remove_city() hasn't changed forever, I guess the
forced-city-disband situation is new with migration -- previously, I think the
only time a city could disappear with units still in it would be
build-settler-at-size-1, where the player could be expected to plan for this?




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[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-10 Thread David Fernandez
Follow-up Comment #7, bug #19899 (project freeciv):

You are right, the error appears with and without your patch, when I end the
first turn, playing civ2civ3 rules, everytime.
The error does not appear when I play default (classic) rules.


I upload the requested savegames with v2.3 where AI stops building settlers,
even being at peace with rest of nations, in case it is still useful to
compare the new patch.

Used civ2civ3 version downloaded from modpack-tool. Both savegames where
played in AI mode, observing the Indians:

1) turn 75, when Indians start to build workers and other improvements. Most
cities where building settlers until now.
2) turn 80, most cities (9/11) have switched to build workers, barracks or
triremes.

I never see AI switching from settlers to workers in my tests with v2.4. I'll
test with your patch if I can.


(file #16060, file #16061)
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Additional Item Attachment:

File name: civ2civ3_v2.3.2b_settlers-T0075.sav.bz2 Size:56 KB
File name: civ2civ3_v2.3.2b_settlers-T0080.sav.bz2 Size:59 KB


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[Freeciv-Dev] [bug #19917] Foggedborders and own borders

2012-07-10 Thread Jacob Nevins
Follow-up Comment #1, bug #19917 (project freeciv):

Is this with borders=SEE_INSIDE, or not? (If not, cf bug #17301.)

Even with SEE_INSIDE, you can end with the map showing fogged tiles supposedly
inside your borders -- since you know from settings that can't happen, you can
deduce that you lost the tile, but you shouldn't need to make such subtle
deductions.
I've been thinking that we could change it so that tile ownership changes
before the tile is fogged, so you can see (a) that it's not yours any more,
(b) who if anyone stole it from you.

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[Freeciv-Dev] [patch #3402] Effect to limit veteran level

2012-07-10 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3402

 Summary: Effect to limit veteran level
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Jul 11 02:24:05 2012
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

While working on veterancy recently, it occurred to me that it would be useful
to be able to limit promotions via effects, so for instance you can start out
only being able to get to the first level (veteran) through combat, but after
getting some tech, later levels are unlocked for existing units and unit
types.

It would be fairly easy to implement this Veteran_Max effect -- I don't think
it has the edge cases many effects do (for one thing, if you lose the effect,
you get to keep existing promotions).




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[Freeciv-Dev] [patch #3403] Help: update for health/migration interaction

2012-07-10 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3403

 Summary: Help: update for health/migration interaction
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Jul 11 02:34:09 2012
Category: docs
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0,2.5.0

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Details:

As of bug #17740, city health affects migration. The online help needs
tweaking to reflect this.




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[Freeciv-Dev] [patch #3404] Help for editor

2012-07-10 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3404

 Summary: Help for editor
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Jul 11 02:42:43 2012
Category: docs
Priority: 4
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

The editor has lots of undocumented functionality. On my list for a while has
been going through the code and writing a comprehensive user guide, including
related topics like saving scenarios, etc. But I haven't got round to it yet.

Apart from the code, book's notes at http://freeciv.wikia.com/wiki/Editor
are also a good reference and rationale, although not everything there was
implemented.




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[Freeciv-Dev] [patch #3405] Help: update for generalised roads, bases, etc

2012-07-10 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3405

 Summary: Help: update for generalised roads, bases, etc
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Jul 11 02:44:48 2012
Category: docs
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Many of the changes since 2.4 will require changes to the online help. As well
as individual sections for each road, the tables for terrain alterations etc
will need some violence.




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[Freeciv-Dev] [bug #19923] No message if popping hut would give tech but can't

2012-07-10 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19923

 Summary: No message if popping hut would give tech but can't
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Jul 11 02:51:58 2012
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

I think there's still one case where you can pop a hut and get no message:
$subject. You should get a consolation prize or An abandoned village is
here.




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[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-10 Thread David Fernandez
Follow-up Comment #8, bug #19899 (project freeciv):

I used to run the compiled trunk in ubuntu with command:
./civ # Run client

Now it does not work, so I use ./fcser in one terminal, then ./fcgui in
another terminal, and then I press connect to Netwok Game.

I have been unable to install (with make install) the compiled code. I'm not
sure if there is other simpler way to test the trunk...?

If I'm doing it right, then there is an error that appears everytime I press
end turn while playing the civ2civ3 ruleset.
I upload the log file generated when I execute:
./fcser -r data/civ2civ3.serv --debug 3 -l log.txt



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[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-10 Thread David Fernandez
Follow-up Comment #9, bug #19899 (project freeciv):

The log.txt again... this time inside .zip

(file #16062)
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