[Freeciv-Dev] [patch #2941] Polish localization for S2_4
Follow-up Comment #23, patch #2941 (project freeciv): Thanks. Latest version from Google Code committed as r3. ___ Reply to this item at: http://gna.org/patch/?2941 ___ 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 #3131] Polish localization for S2_5
Follow-up Comment #9, patch #3131 (project freeciv): Latest version from Google Code committed as r4. ___ Reply to this item at: http://gna.org/patch/?3131 ___ 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 #20460] One cannot upgrade unit (s)he is not able to build him/herself
URL: http://gna.org/bugs/?20460 Summary: One cannot upgrade unit (s)he is not able to build him/herself Project: Freeciv Submitted by: cazfi Submitted on: Mon 28 Jan 2013 02:29:33 PM EET 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: can_upgrade_unittype() begins with test that player can build *current* unittype. Can anyhbody explain why it's there? It means that if scenario (or even bribing in special ruleset) provides player with special unit not available for him/her to build (I wonder if this prevents upgrdes of UTYF_UNIQUE units altogether, as you would be unable to build another when you already have the one you want to upgrade) there's no way to later upgrade such units to somethithing player *can* build. The case where this came up was when I tried to test upgrading with giving tech for more advanced unit to player. Upgrade was not possible since I had no tech for the original unit (can't upgrade Pahalanx to Musketeers when you have Gunpowder but not Bronze Working) ___ Reply to this item at: http://gna.org/bugs/?20460 ___ 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 #20452] Unit can convert in bad circumstances
Update of bug #20452 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20452 ___ 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 #20460] One cannot upgrade unit (s)he is not able to build him/herself
Update of bug #20460 (project freeciv): Category:None = general ___ Follow-up Comment #1: Attached savegame is an example how this affects even default rules 1) Bribe Phalanx. You now have Phalanx without knowing Bronze Working 2) Capture Rio de Janeiro. You steal Gunpowder without knowing Bronze Working 3) Notice how you can build Musketeers in Rio de Janeiro, but cannot upgrade th phalanx you have. (file #17035) ___ Additional Item Attachment: File name: NoUpradeRepro.sav.bz2 Size:10 KB ___ Reply to this item at: http://gna.org/bugs/?20460 ___ 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 #3611] Ruleset setting about cancelling illegal traderoutes
Update of patch #3611 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3611 ___ 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 #19994] In rulesets, support preferred_* as well as misspelled prefered_*
Update of bug #19994 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19994 ___ 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] Culture
On 2013 Jan 27, at 5:38 PM, Marko Lindqvist wrote: This would weaken some of the existing concepts - sometimes happiness rules even seem like culture rules under different name. I think this is fine, at least until something better comes along. Capturing cities with superior cultural influence is the obvious solution, which many other games have also implemented, but that wouldn't work well with our existing migration concept. Personally i find migration of population units to be an interesting idea, but unsatisfactory in execution. It tends to force 'large pox' to an extreme; before a city has been built up enough to attract foreigners it begins to cannibalize neighboring friendly cities. By the time it can bring people across the border it faces a challenge in feeding so many mouths. I can go ahead and build the Supermarket, but what then? After the enemy city has disbanded it leaves a ruin on the border; founding a new city there is of course useless. If i had annexed the enemy city instead it would help to push my border further out... People are already moving to better place. Again, culture could contribute to migration score, but it cannot replace it. But there's one very simple solution. Let's not make culture to give unrealistic bonuses to be used in a way to victory, but to be the victory condition itself. Let's simply add optional victory condition for cultural domination, and everyone has to build their culture at least to prevent others from winning. I agree with that. sent from Lion Edison Carter: Security Systems has its tendrils into every element of our society - the government, our homes, the police, the courts - I'm not gonna spike this story just because it deals with dollar amounts beyond your comprehension! It's too important! Murray: ...cerebral... Theora Jones: Murray, we're trying to play this takeover as a threat to our average viewer. Nobody knows who's doing it. I mean, we all deal with SS every day - what if some really dangerous people got control of it? Murray: Who do you think controls it now? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Culture
On 28 January 2013 18:25, David Lowe doctorjl...@verizon.net wrote: On 2013 Jan 27, at 5:38 PM, Marko Lindqvist wrote: Capturing cities with superior cultural influence is the obvious solution, which many other games have also implemented, but that wouldn't work well with our existing migration concept. Personally i find migration of population units to be an interesting idea, but unsatisfactory in execution. It tends to force 'large pox' to an extreme; before a city has been built up enough to attract foreigners it begins to cannibalize neighboring friendly cities. By the time it can bring people across the border it faces a challenge in feeding so many mouths. I can go ahead and build the Supermarket, but what then? After the enemy city has disbanded it leaves a ruin on the border; founding a new city there is of course useless. If i had annexed the enemy city instead it would help to push my border further out... Yes, I think migration has fundamental design flaw in that there's simply no way for new/small cities to defend themselves against it, so it's impossible to found new cities near already well established cities. I've tried to work around this in my own rulesets, but most of the time I end just disabling migration. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3623] Nationality requirement
URL: http://gna.org/patch/?3623 Summary: Nationality requirement Project: Freeciv Submitted by: cazfi Submitted on: Tue 29 Jan 2013 02:44:20 AM EET 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: Add requirement type Nationality. It can be used in range City only to test if city has citizens of given nationality. Ruleset authors can use this to make nationality of the citizens more important factor in their ruleset. Some use-cases: - Happiness penalty if city has citizens of both of the two specific nationalities hostile to each other - Different bonus for each nationality, more different nationalities you have in the city the better ___ File Attachments: --- Date: Tue 29 Jan 2013 02:44:20 AM EET Name: NationalityReq.patch Size: 10kB By: cazfi http://gna.org/patch/download.php?file_id=17037 ___ Reply to this item at: http://gna.org/patch/?3623 ___ 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] Culture
Marko Lindqvist writes: Yes, I think migration has fundamental design flaw in that there's simply no way for new/small cities to defend themselves against it, so it's impossible to found new cities near already well established cities. It's not completely impossible. I've had some success with making a pile of settlers and founding a size-7 or so city in a single turn near a black hole megacity. However, sometimes even that isn't sufficient, and the lack of infrastructure can be a problem (and doesn't help with the migration score); it helps to also have a massive pile of money to buy a building a turn to make the city viable / desirable. So, it does certainly take considerable organisation and economic surplus. Not arguing it couldn't be improved... I wonder if there should be a minimum city size for outward migration in some circumstances. Say, a city of size 2 is immune to international migration, so foreign cities aren't completely disbanded -- there's a core of people who'll never drift across the border. Or some way a player can invest in a city (say buildings) so that citizens below a certain city size won't migrate. I don't think that should be universal; I kind of like how megacities swallow up their smaller neighbours in the same nation, like London swallowing up all the little towns around it -- especially when the citymap gets bigger with the population, as in the current experimental ruleset. Everything gets centralised in fewer cities, and that has advantages and disadvantages. Having lots of little rump size-2 cities would just be annoying. Back to culture: we've got the nationality feature that doesn't do a lot at the moment. I found this idea somewhat reminiscent of CivIV culture. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20462] Illegal requirement types considered None and not an error
URL: http://gna.org/bugs/?20462 Summary: Illegal requirement types considered None and not an error Project: Freeciv Submitted by: cazfi Submitted on: Tue 29 Jan 2013 02:52:53 AM EET Category: general 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: Due to typo in requirement name I had a long debugging session. The typo caused no kind of warning from ruleset loading as illegal type name is silently translated to None. universal_by_rule_name(): source.kind = universals_n_by_name(kind, fc_strcasecmp); if (!universals_n_is_valid(source.kind)) { source.kind = VUT_NONE; } Is there *any* need for requirement type None in the first place? One can leave requirement vector empty if needed. And if there is, would it hurt to require it to be always explicitly given? I think above code is meant to set VUT_NONE in case when there's no requirement type at all. ___ Reply to this item at: http://gna.org/bugs/?20462 ___ 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] Culture
On 29 January 2013 02:50, Jacob Nevins 0jacobnk.fc...@chiark.greenend.org.uk wrote: Back to culture: we've got the nationality feature that doesn't do a lot at the moment. I found this idea somewhat reminiscent of CivIV culture. I consider the two concepts separate, though in real life a lot of culture (or all, for certain meaning of the word) is specific to nationality. For the interaction of the two concepts, I've considered making multicultural cities to produce more culture than those with only one nationality. Anyway, for the schedule question, I have now decided to work on some nationality patches first so we get it a bit improved to 2.5. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3624] Enable Nationality in classic ruleset
URL: http://gna.org/patch/?3624 Summary: Enable Nationality in classic ruleset Project: Freeciv Submitted by: cazfi Submitted on: Tue 29 Jan 2013 03:07:04 AM EET Category: rulesets Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: Enable Nationality in classic ruleset. This is not as drastic change as some may think. Just enabling the feature without making other ruleset changes causes only a couple of minor rule changes, and client to show nationalities in city dialog. ___ File Attachments: --- Date: Tue 29 Jan 2013 03:07:04 AM EET Name: ClassicNationality.patch Size: 635B By: cazfi http://gna.org/patch/download.php?file_id=17038 ___ Reply to this item at: http://gna.org/patch/?3624 ___ 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 #3625] Unit nationality
URL: http://gna.org/patch/?3625 Summary: Unit nationality Project: Freeciv Submitted by: cazfi Submitted on: Tue 29 Jan 2013 03:39:27 AM EET 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: Add nationality to units. New units are created with nationality of the owner, but nationality does not change when owner changes. Later in the patch series captured or bribed Settlers add to cities citizens of their own nationality. ___ File Attachments: --- Date: Tue 29 Jan 2013 03:39:27 AM EET Name: UnitNationality.patch Size: 6kB By: cazfi http://gna.org/patch/download.php?file_id=17039 ___ Reply to this item at: http://gna.org/patch/?3625 ___ 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 #3619] Handle script loading failures
Update of patch #3619 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3619 ___ 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 #3626] precalc_tech_data() only if ruleset loading success
URL: http://gna.org/patch/?3626 Summary: precalc_tech_data() only if ruleset loading success Project: Freeciv Submitted by: cazfi Submitted on: Tue 29 Jan 2013 04:00:23 AM EET 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: Call precalc_tech_data() in the end of ruleset loading only if everything has succeeded so far. Calling it when ruleset data is not in sane condition (currently this is not possible as it would abort already in reading rulesets) could lead to problems. ___ File Attachments: --- Date: Tue 29 Jan 2013 04:00:23 AM EET Name: PrecalcOnSuccess.patch Size: 593B By: cazfi http://gna.org/patch/download.php?file_id=17040 ___ Reply to this item at: http://gna.org/patch/?3626 ___ 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 #1449] [Metaticket] Don't exit the server on ruleset loading failure
Update of patch #1449 (project freeciv): Depends on: = patch #3626 ___ Reply to this item at: http://gna.org/patch/?1449 ___ 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 #3625] Unit nationality
Follow-up Comment #1, patch #3625 (project freeciv): Great! :-) ___ Reply to this item at: http://gna.org/patch/?3625 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev