[Freeciv-Dev] [patch #3990] Ruleset defined number of movement fragments

2013-07-11 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3990

 Summary: Ruleset defined number of movement fragments
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 11 Jul 2013 09:05:04 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: 2.6.0

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Details:

Make number of fragments each movement point is divided to (SINGLE_MOVE)
ruleset defined. Also make number of fragments IgTer move takes ruleset
configurable.

Compared to just making hardcoded SINGLE_MOVE bigger to always use higher
resolution this approach has the benefits that movement costs can be shown in
a way more meaningful for current ruleset (1/3 instead of 33/100 as
smallest possible value) and also those values can be used in ruleset
definitions.



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File Attachments:


---
Date: Thu 11 Jul 2013 09:05:04 AM EEST  Name: MoveFragments.patch  Size: 13kB 
 By: cazfi

http://gna.org/patch/download.php?file_id=18248

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[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-07-11 Thread Marko Lindqvist
Follow-up Comment #5, patch #3906 (project freeciv):

My approach in patch #3990 is to make number of fragments ruleset
configurable.

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[Freeciv-Dev] [patch #3990] Ruleset defined number of movement fragments

2013-07-11 Thread Marko Lindqvist
Update of patch #3990 (project freeciv):

 Planned Release:   2.6.0 = 2.5.0, 2.6.0   

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Follow-up Comment #1:

I'd like to get this to S2_5 too (patch applies as is) despite it being
potentially buggy for stable branch (do all places that should use SINGLE_MOVE
do?)

With hardcoded SINGLE_MOVE of 3 there's not much space for defining rulesets
with multiple roads as improvements over each other. In fact, if one wants
each road to at least double the speed, there's only the classic ruleset route
of (3/3 (no road) - 1/3 (road) - 0/3 (railroad)). This patch makes new
generalized roads feature of 2.5 much more useful as one could have more
granulanity in road movement cost (16/16 - 8/16 - 4/16 - 2/16 - 1/16 -
0/16)

Further, if this is accepted, experimental ruleset could be tweaked to take
advantage of it. Currently (2/3 (road) - 1/3 (railroad) - 0/3 (maglev))
i.e., road not even halving movement cost, could be (2/4 (road) - 1/4
(railroad) - 0/3 (maglev))

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[Freeciv-Dev] [bug #20567] Map generation retry mapseed not reproducible

2013-07-11 Thread Marko Lindqvist
Update of bug #20567 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.5.0, 2.6.0   
 Summary: Lua random() not really random = Map generation
retry mapseed not reproducible

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Follow-up Comment #11:

- Start positions are not based on mapseed
- Mapseed does not depend on time() but only on gameseed


(file #18250)
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Additional Item Attachment:

File name: Mapseed-3.patchSize:1 KB


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[Freeciv-Dev] [patch #3967] Mining_Pct effect

2013-07-11 Thread Marko Lindqvist
Update of patch #3967 (project freeciv):

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


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[Freeciv-Dev] [patch #3985] Use requirements of type extra in supplied rulesets

2013-07-11 Thread Marko Lindqvist
Update of patch #3985 (project freeciv):

 Summary: Ues requirements of type extra in supplied
rulesets = Use requirements of type extra in supplied rulesets


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[Freeciv-Dev] [patch #3458] Bases roads ( specials?) to same vector in savegames

2013-07-11 Thread Marko Lindqvist
Follow-up Comment #2, patch #3458 (project freeciv):

Extras implementation is now in patch #3971. As 2.5 savegame format is not yet
frozen, we could change it to match that if we want to avoid different format
in just 2.5.

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[Freeciv-Dev] [patch #3971] Save extras vector

2013-07-11 Thread Marko Lindqvist
Update of patch #3971 (project freeciv):

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


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[Freeciv-Dev] [bug #20946] Missing #include stdint.h

2013-07-11 Thread anonymous
Follow-up Comment #3, bug #20946 (project freeciv):

Original submitter here. No autoconf involved; I ran the original configure
script that came in the tarball.

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[Freeciv-Dev] [bug #20886] Fortresses can be used to take over territory within peaceful neighbour's city radius

2013-07-11 Thread anonymous
Follow-up Comment #3, bug #20886 (project freeciv):

As a longturn player I dislike this new change. In longturn we already have a
pre-fortress base that prevents the sudden building of a fortress in enemy
territory. It gives time for the territory owner to destroy the construction
before a fortress is built.

Please add a ruleset option so that this change can be turned off

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[Freeciv-Dev] [bug #20886] Fortresses can be used to take over territory within peaceful neighbour's city radius

2013-07-11 Thread Marko Lindqvist
Follow-up Comment #4, bug #20886 (project freeciv):

- One should be able to build fortress at least when in war. It's not uncommon
for me to build fortress as beachhead to enemy island (preferably to spot
enemy cannot see even if it's within borders) for no-stack-death especially.
Then I can ship attackers there as much as I want (= as long as I want with
limited transport capacity).

- I don't think comment #3 makes sense when this is about preventing building
fortress to peaceful nation - how do you prevent (without killing the
builder) peaceful player from building the base

Then again, maybe building the fortress should be always allowed, but the
change is made to who owns the fortress in the end. Maybe fortress should be
considered owned by the border owner by default, and then same rules applied
as when unit enters empty fortress - you can take enemy fortress but not
allied (you shouldn't be able to take peaceful fortress, but I'm not sure if
anybody has ever considered that case in implementation) For one, that would
allow one to help allies by building fortresses (not so far-fetched idea in
our slow-research games where ally may be far from learning Construction while
I already have it and want to stop common enemy)

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[Freeciv-Dev] [patch #3993] Remove unit_activity_handling_(base|road)()

2013-07-11 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3993

 Summary: Remove unit_activity_handling_(base|road)()
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 12 Jul 2013 07:54:14 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: 2.6.0

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Details:

Now that activity target is known by extra id, there's no need to have
separate functions to handle activities targeted to bases and roads. Currently
they actually just add overhead - we start with correct type (extra_type
pointer), but convert them to ones (Base or Road id) the functions can convert
back to correct ones.
Just remove the obsolete functions.



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File Attachments:


---
Date: Fri 12 Jul 2013 07:54:14 AM EEST  Name: ActHandBaseroadRm.patch  Size:
3kB   By: cazfi

http://gna.org/patch/download.php?file_id=18258

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