[Freeciv-Dev] [bug #20886] Fortresses can be used to take over territory within peaceful neighbour's city radius
Follow-up Comment #10, bug #20886 (project freeciv): There's also the question if whatever limitations we implement should apply to beginning of the building, finishing of the building, or both. I see that tech loss and terrain change (caused by climate change) will check if unit activities can continue. Perhaps the same should be done when diplomatic relationships change? On the other hand the diplomatic relationships has the potential to change quite often in games with many players. Iterating over all units each time the relationship between any two players change may be to expensive. I'm not qualified to say if it is worth the performance cost. Limiting the check to only local DiplRel requirements (and therefore the units of the two players involved) is inconsistent but less expensive. ___ Reply to this item at: http://gna.org/bugs/?20886 ___ 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 #21063] manual under 2.4.0 gtk Sdl
URL: http://gna.org/bugs/?21063 Summary: manual under 2.4.0 gtk Sdl Project: Freeciv Submitted by: None Submitted on: Sun 25 Aug 2013 12:42:17 PM UTC Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: 07chlod...@gmail.com Open/Closed: Open Release: Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: I just loaded FreeCiv 2.4.0-RC1, both the GTK and the SDL versions. I found the manual.exe file and i launched it (them) Got these error messages. My translations from the french sentences: 2: Loading different rules of the game and the bottom five lines: 2: manual1 file manual1(2,3,4,5).html written with sucess. hope this will help. 07chlod...@gmail.com ___ File Attachments: --- Date: Sun 25 Aug 2013 12:42:17 PM UTC Name: manual-bugsGTK.jpg Size: 83kB By: None (2 screenshots added) http://gna.org/bugs/download.php?file_id=18760 --- Date: Sun 25 Aug 2013 12:42:17 PM UTC Name: manual-bugsSDL.jpg Size: 85kB By: None (2 screenshots added) http://gna.org/bugs/download.php?file_id=18761 ___ Reply to this item at: http://gna.org/bugs/?21063 ___ 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 #21064] Default AI checks for No_Incite when bribing a unit
URL: http://gna.org/bugs/?21064 Summary: Default AI checks for No_Incite when bribing a unit Project: Freeciv Submitted by: sveinung Submitted on: Sun 25 Aug 2013 08:34:10 PM GMT 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: While trying to familiarize my self with the AI code I stumbled upon something that seemed wrong. The default AI will check for No_Incite when considering if it should try to bribe a unit or not. No_Incite is for cities. Proposed fix attached. Check if the unit is in a city, if it has the flag unbribable and if the effect Unbribable_Units is active. I'm not familiar with this area of the code so please be extremely skeptical when reviewing this. ___ File Attachments: --- Date: Sun 25 Aug 2013 08:34:10 PM GMT Name: aiInitIsNotIncite.patch Size: 666B By: sveinung http://gna.org/bugs/download.php?file_id=18763 ___ Reply to this item at: http://gna.org/bugs/?21064 ___ 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 #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit
Update of patch #4077 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4077 ___ 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 #4078] read the action enablers from the rule set (and send them to the client)
Update of patch #4078 (project freeciv): Status:None = In Progress ___ Follow-up Comment #4: Since the requirement for Diplomat flag is anyway hardcoded, and that is even documented in the comment, do not add it to enabler requirements - it makes people think that they can remove it. ___ Reply to this item at: http://gna.org/patch/?4078 ___ 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 #4078] read the action enablers from the rule set (and send them to the client)
Follow-up Comment #5, patch #4078 (project freeciv): Remove action enabler requirements that aren't moved to the rule set yet. (file #18764) ___ Additional Item Attachment: File name: action_enablers_ruleset.patch Size:18 KB ___ Reply to this item at: http://gna.org/patch/?4078 ___ 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 #4078] read the action enablers from the rule set (and send them to the client)
Update of patch #4078 (project freeciv): Status: In Progress = Ready For Test Assigned to:None = cazfi ___ Reply to this item at: http://gna.org/patch/?4078 ___ 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 #4100] Move the war requirement for spy actions to rule set
Follow-up Comment #3, patch #4100 (project freeciv): Based on the new patch #4079 * Add xaw client support (only compile tested) * Clean up a bit (file #18766) ___ Additional Item Attachment: File name: spy_actions_diplrel.patch Size:33 KB ___ Reply to this item at: http://gna.org/patch/?4100 ___ 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 #4015] Occupying unit value
Follow-up Comment #3, patch #4015 (project freeciv): - Updated against svn (file #18767) ___ Additional Item Attachment: File name: OccupierValue-3.patch Size:8 KB ___ Reply to this item at: http://gna.org/patch/?4015 ___ 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 #21065] MapSizesare still doing buggy things in RC1
URL: http://gna.org/bugs/?21065 Summary: MapSizesare still doing buggy things in RC1 Project: Freeciv Submitted by: None Submitted on: Mon 26 Aug 2013 01:30:08 AM UTC Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.4.0 RC1 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: It looks like somefixes were added to 2.4.0 RC1, but it still appears quite borked: [20:17:39] Play: 'set mapsize XYSIZE' [20:17:39] Console: 'mapsize' has been set to Width and height (XYSIZE). [20:17:39] Play: 'set xsize 32768' [20:17:39] /set: The map size (32768 * 252 = 8257536) must be lower than 2048000 tiles. [20:17:39] Play: 'set ysize 32768' [20:17:39] /set: The map size (126 * 32768 = 4128768) must be lower than 2048000 tiles. [20:20:07] Saved settings to file C:/Documents and Settings/Play/Application Data/.freeciv-client-rc-2.4 [20:20:10] Play: 'set xsize 666' [20:20:10] Console: 'xsize' has been set to 666. [20:20:10] Play: 'set ysize 444' [20:20:10] Console: 'ysize' has been set to 444. [20:20:32] Saved settings to file C:/Documents and Settings/Play/Application Data/.freeciv-client-rc-2.4 [20:20:34] Play: 'set xsize 999' [20:20:34] Console: 'xsize' has been set to 999. [20:20:34] Play: 'set ysize 666' [20:20:34] Console: 'ysize' has been set to 666. [20:20:59] Saved settings to file C:/Documents and Settings/Play/Application Data/.freeciv-client-rc-2.4 [20:21:01] Play: 'set xsize ' [20:21:01] /set: The map size ( * 666 = 2219778) must be lower than 2048000 tiles. [20:21:01] Play: 'set ysize ' [20:21:01] /set: The map size (999 * = 2219778) must be lower than 2048000 tiles. [20:21:58] Saved settings to file C:/Documents and Settings/Play/Application Data/.freeciv-client-rc-2.4 [20:22:01] Saved settings to file C:/Documents and Settings/Play/Application Data/.freeciv-client-rc-2.4 [20:22:04] Play: 'set xsize ' [20:22:04] /set: The map size ( * 666 = 2219778) must be lower than 2048000 tiles. [20:22:04] Play: 'set ysize ' [20:22:04] /set: The map size (999 * = 2219778) must be lower than 2048000 tiles. [20:22:48] Saved settings to file C:/Documents and Settings/Play/Application Data/.freeciv-client-rc-2.4 [20:22:52] Play: 'set xsize 16' [20:22:52] Console: 'xsize' has been set to 16. [20:22:52] Play: 'set ysize 16' [20:22:52] Console: 'ysize' has been set to 16. [20:23:24] Saved settings to file C:/Documents and Settings/Play/Application Data/.freeciv-client-rc-2.4 [20:23:26] Play: 'set xsize ' [20:23:26] Console: 'xsize' has been set to . [20:23:26] Play: 'set ysize ' [20:23:26] /set: The map size ( * = 7405926) must be lower than 2048000 tiles. [20:24:01] Saved settings to file C:/Documents and Settings/Play/Application Data/.freeciv-client-rc-2.4 etc. It might be the GUI? ___ Reply to this item at: http://gna.org/bugs/?21065 ___ 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 #21066] No FRACTAL map generator.
URL: http://gna.org/bugs/?21066 Summary: No FRACTAL map generator. Project: Freeciv Submitted by: None Submitted on: Mon 26 Aug 2013 04:06:36 AM UTC Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.4.0 RC1 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: Where has the FRACTAL map generator in FreeCiv gone? Why has it been either taken out of the code or been deactivated? When i choose it, what i really get is the RANDOM generator, which is pretty horrible, everything is mixed together and helter-skelter. At first i noticed the hills/mnts % was not changing correctly and then inland water % was not changing, then the whole landmass was not in continents. Anyone? because with it gone it really makes maps not really fun to play. ___ Reply to this item at: http://gna.org/bugs/?21066 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev