[Freeciv-Dev] [patch #3368] Update contact information in About Freeciv help
Update of patch #3368 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3368 ___ 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 #3287] fcdb: support SQLite backend out of the box
Update of patch #3287 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3287 ___ 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 #19911] fcdb: database.lua should not be searched for on paths overridable by modpack
Update of bug #19911 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19911 ___ 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 #19913] Unit veteran level can exceed new type's maximum on upgrade
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. ___ Reply to this item at: http://gna.org/bugs/?19913 ___ 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 #19917] Foggedborders and own borders
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. ___ Reply to this item at: http://gna.org/bugs/?19917 ___ 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 #3377] Update tutorial savegame format
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 ? ___ Reply to this item at: http://gna.org/patch/?3377 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
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. ___ Reply to this item at: http://gna.org/patch/?3377 ___ 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 #3377] Update tutorial savegame format
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. ___ Reply to this item at: http://gna.org/patch/?3377 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3396] Boolean Check For Effects
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3396 ___ 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 #19919] When playing scenario, normal save creates scenario
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). ___ Reply to this item at: http://gna.org/bugs/?19919 ___ 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 #19919] When playing scenario, normal save creates scenario
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) ___ Additional Item Attachment: File name: ScensaveFix.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?19919 ___ 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 #19919] When playing scenario, normal save creates scenario
Follow-up Comment #2, bug #19919 (project freeciv): Tested my theories. Fix attached. Applied patch and bug seems fixed. ___ Reply to this item at: http://gna.org/bugs/?19919 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19912] Veteran level names required to be adjectival
Update of bug #19912 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19912 ___ 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
Update of bug #19850 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ 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 #19818] Experimental ruleset: worker veteran system has problems
Update of bug #19818 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ 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 #19919] When playing scenario, normal save creates scenario
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) ___ Reply to this item at: http://gna.org/bugs/?19919 ___ 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 #3381] Fix civ2civ3 gettext warnings
Update of patch #3381 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3381 ___ 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 #3397] Fix database.lua gettext warning
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3397 ___ 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 #3380] Remove obsolete gtk3 Freeciv theme files from Makefile.am
Update of patch #3380 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3380 ___ 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 #3398] Correct Freeciv capitalization
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3398 ___ 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): Planned Release: = 2.4.0,2.5.0 ___ 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] [patch #3389] Use advisors, not default ai, dangerous tile detection for human players
Update of patch #3389 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3389 ___ 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 #3399] Avoid busyloop in unit movement animation
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3399 ___ 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] Gtk3 client map update behaviour
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3400] Include gtk3 Freeciv theme to tarball
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3400 ___ 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 #2998] Update README.ruleset_experimental for S2_4 (and late S2_3) changes
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. ___ Reply to this item at: http://gna.org/patch/?2998 ___ 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 #19921] Intermediate animation steps in map update not visible
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. ___ Reply to this item at: http://gna.org/bugs/?19921 ___ 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 #3377] Update tutorial savegame format
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) ___ Additional Item Attachment: File name: TutorialUp-3.patch Size:7 KB ___ Reply to this item at: http://gna.org/patch/?3377 ___ 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 #19899] AI builds unneeded settlers in late game
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. ___ Reply to this item at: http://gna.org/bugs/?19899 ___ 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 #19922] Too easy to lose boats when city lost to migration?
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? ___ Reply to this item at: http://gna.org/bugs/?19922 ___ 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 #19899] AI builds unneeded settlers in late game
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) ___ 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 ___ Reply to this item at: http://gna.org/bugs/?19899 ___ 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] [bug #19917] Foggedborders and own borders
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. ___ Reply to this item at: http://gna.org/bugs/?19917 ___ 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 #3402] Effect to limit veteran level
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: ___ 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). ___ Reply to this item at: http://gna.org/patch/?3402 ___ 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 #3403] Help: update for health/migration interaction
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 ___ Details: As of bug #17740, city health affects migration. The online help needs tweaking to reflect this. ___ Reply to this item at: http://gna.org/patch/?3403 ___ 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 #3404] Help for editor
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: ___ 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. ___ Reply to this item at: http://gna.org/patch/?3404 ___ 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 #3405] Help: update for generalised roads, bases, etc
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 ___ 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. ___ Reply to this item at: http://gna.org/patch/?3405 ___ 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 #19923] No message if popping hut would give tech but can't
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: ___ 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. ___ Reply to this item at: http://gna.org/bugs/?19923 ___ 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 #19899] AI builds unneeded settlers in late game
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 ___ Reply to this item at: http://gna.org/bugs/?19899 ___ 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] [bug #19899] AI builds unneeded settlers in late game
Follow-up Comment #9, bug #19899 (project freeciv): The log.txt again... this time inside .zip (file #16062) ___ Additional Item Attachment: File name: civ2civ3-settler-log.txt.zip Size:85 KB ___ Reply to this item at: http://gna.org/bugs/?19899 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev