[Freeciv-Dev] [patch #2941] Polish localization for S2_4

2013-01-28 Thread Jacob Nevins
Follow-up Comment #23, patch #2941 (project freeciv):

Thanks. Latest version from Google Code committed as r3.

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[Freeciv-Dev] [patch #3131] Polish localization for S2_5

2013-01-28 Thread Jacob Nevins
Follow-up Comment #9, patch #3131 (project freeciv):

Latest version from Google Code committed as r4.

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[Freeciv-Dev] [bug #20460] One cannot upgrade unit (s)he is not able to build him/herself

2013-01-28 Thread Marko Lindqvist
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)




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[Freeciv-Dev] [bug #20452] Unit can convert in bad circumstances

2013-01-28 Thread Marko Lindqvist
Update of bug #20452 (project freeciv):

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


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[Freeciv-Dev] [bug #20460] One cannot upgrade unit (s)he is not able to build him/herself

2013-01-28 Thread Marko Lindqvist
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)
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Additional Item Attachment:

File name: NoUpradeRepro.sav.bz2  Size:10 KB


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[Freeciv-Dev] [patch #3611] Ruleset setting about cancelling illegal traderoutes

2013-01-28 Thread Marko Lindqvist
Update of patch #3611 (project freeciv):

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


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[Freeciv-Dev] [bug #19994] In rulesets, support preferred_* as well as misspelled prefered_*

2013-01-28 Thread Marko Lindqvist
Update of bug #19994 (project freeciv):

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


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Re: [Freeciv-Dev] Culture

2013-01-28 Thread David Lowe
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?
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Re: [Freeciv-Dev] Culture

2013-01-28 Thread Marko Lindqvist
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

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[Freeciv-Dev] [patch #3623] Nationality requirement

2013-01-28 Thread Marko Lindqvist
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



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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

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Re: [Freeciv-Dev] Culture

2013-01-28 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #20462] Illegal requirement types considered None and not an error

2013-01-28 Thread Marko Lindqvist
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.




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Re: [Freeciv-Dev] Culture

2013-01-28 Thread Marko Lindqvist
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

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[Freeciv-Dev] [patch #3624] Enable Nationality in classic ruleset

2013-01-28 Thread Marko Lindqvist
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.



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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

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[Freeciv-Dev] [patch #3625] Unit nationality

2013-01-28 Thread Marko Lindqvist
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.



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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

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[Freeciv-Dev] [patch #3619] Handle script loading failures

2013-01-28 Thread Marko Lindqvist
Update of patch #3619 (project freeciv):

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


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[Freeciv-Dev] [patch #3626] precalc_tech_data() only if ruleset loading success

2013-01-28 Thread Marko Lindqvist
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.



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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

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[Freeciv-Dev] [patch #1449] [Metaticket] Don't exit the server on ruleset loading failure

2013-01-28 Thread Marko Lindqvist
Update of patch #1449 (project freeciv):

  Depends on: = patch #3626


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[Freeciv-Dev] [patch #3625] Unit nationality

2013-01-28 Thread J. M. Gorbach
Follow-up Comment #1, patch #3625 (project freeciv):

Great! :-)

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