[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Fernandez
Follow-up Comment #4, bug #21239 (project freeciv):

I did not explain properly the first verion. I'll use your question about the
surrounded warrior to try to clarify both versions.

version 1)Penalty when a unit adjacent to an enemy unit attacks any other
tile.

version 2) Penalty when a unit adjacent to an enemy unit attacks another tile
adjacent to an enemy unit.

The first attack of a surrounded warrior will always be penalized in both
versions.

In v1, if the warrior kills 7 of the surrounding enemies, he can attack the
8th enemy without penalty because there is no other enemy adjacent. All
attacks would be penalized except the last one.

In v2, if the warrior kills the 4 enemies in the corners (or the 4 in the
cross), he can attack to the other 4 enemies without penalties because the
target tile would not be adjacent to another enemy.

Version2 uses exactly the same rules than ZoC and I guess it would be easier
to implement.
I'm glad you like it, because I think freeciv really needs some kind of
tactical rule. I was working on a WW2 scenario and I realized that battles
without research/building are plain boring. You just need to stack pile all
your units in a fortress over the best defensive position and attack other
locations from there.

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[Freeciv-Dev] [patch #4288] S2_5 README.packaging: Mention lua version update

2013-10-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4288

 Summary: S2_5 README.packaging: Mention lua version update
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 30 Oct 2013 11:26:41 AM EET
Category: docs
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

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Details:

Document update from lua5.1 to lua5.2 in S2_5 README.packaging



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File Attachments:


---
Date: Wed 30 Oct 2013 11:26:41 AM EET  Name: Lua52Doc-S2_5.patch  Size: 885B  
By: cazfi

http://gna.org/patch/download.php?file_id=19291

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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2013-10-30 Thread Marko Lindqvist
Follow-up Comment #2, patch #4011 (project freeciv):

cont is probably short for continent. You are not setting continent id
correctly ( 0 indicates the tile is oceanic).

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[Freeciv-Dev] [bug #21240] AI thinking city has Size Unlimit when it has not

2013-10-30 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21240

 Summary: AI thinking city has Size Unlimit when it has not
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 30 Oct 2013 12:22:21 PM EET
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.4.1, 2.5.0, 2.6.0

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Details:

AI checks if city already has size unlimited by comparing effect value == 0.
In custom rulesets with only disabling effects active (without prior enabling
effect) value can be  0. In such a case AI would not build size adj or size
unlimit buildings at all.

Fix attached. Also don't consider Size Unlimit disabling effects positive
thing (equal to enabling effects)



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---
Date: Wed 30 Oct 2013 12:22:21 PM EET  Name: SizeUnlimitFix.patch  Size: 1kB  
By: cazfi

http://gna.org/bugs/download.php?file_id=19292

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[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Lowe
Follow-up Comment #5, bug #21239 (project freeciv):

So essentially what you are saying is that as soon as a unit comes against
multiple units, it will be at a disadvantage against all of them.  I have to
say i don't like that idea.  Any attacker should be able to still move
'forward' and attack in one direction without penalty.  Otherwise it is doomed
as soon as it becomes adjacent to that second unit.

You mentioned WW2, and it is in thinking about those battles that we have to
consider this idea.  Many of the great actions then were won by fast units
breaking through enemy lines, and EVEN THOUGH THEY HAVE ENEMIES ON BOTH SIDES,
carrying the attack through to softer targets in the rear area.  Your idea
would make that practically impossible to simulate in game terms.

I consider this separate from the defender in impassible terrain.  I still
agree that those attacks should be disallowed, or limited to pure bombardment.

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[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Fernandez
Follow-up Comment #6, bug #21239 (project freeciv):

Attached image with visual example.

Green line: normal attack
Red line: ZoC penalized attack
Blue line: varies from v1 to v2 (isolated unit always attacked without penalty
in v2)

I do not know how this rule would affect the AI, but it already likes to send
waves of units that will be more effective with this optional rule than with
current rules.

(file #19294)
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[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread Marko Lindqvist
Follow-up Comment #7, bug #21239 (project freeciv):

 So essentially what you are saying is that as soon as a unit
 comes against multiple units, it will be at a disadvantage
 against all of them

Yes, sounds to me like in practice this would give constant defense bonus for
defense lines (where units on different tiles provide ZOC-protection to each
other). AI does not build such lines, so maybe it wouldn't be big problem for
someone playing against AI only (but would hurt any attempts of AI to attack
human player defense lines). Line of fortresses (+50%, protection against
stack-death) on hills-range (+50%) with fortified (+50%) units is already very
hard to break even with superior units.

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[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21242

 Summary: AI does not build spaceship on classic ruleset
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 30 Oct 2013 03:04:28 PM EET
Category: ai
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: 2.5.0, 2.6.0

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Details:

This is something that has been bothering me for some time. Classic ruleset
has buildings as requirements for building spaceship parts. AI does not build
these buildings, at least not for building spaceship (it does not value
buildings based on thefact that they are requirement for spaceship). The
result is that I have not seen AI to build spaceship in any of the hundreds of
autogames with classic ruleset I've run.
As default ruleset is meant for single-player games against AI (multiplayer
ruleset is for multiplayer games), I think it makes sense to change the rules
for the benefit of AI understanding them - to remove the building requirements
(or at least to change them to buildings AI builds anyway).




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[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread J. M. Gorbach
Follow-up Comment #9, bug #21239 (project freeciv):

My suggestion tries to make these waves of units a valid tactic, as we see in
most wargames. 
I agree and if there is a possibility to control with Lua script these
waves... it's very interesting.

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[Freeciv-Dev] [bug #21108] Tiny score-window

2013-10-30 Thread Marko Lindqvist
Update of bug #21108 (project freeciv):

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


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[Freeciv-Dev] [bug #21060] Cosmetic issues in Windows installer language selection

2013-10-30 Thread Marko Lindqvist
Update of bug #21060 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:   cproc = None   
 Planned Release: = 2.4.1, 2.5.0, 2.6.0

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Follow-up Comment #4:

Patch worked.

New, hopefully final, version:
- Also sdl-client package handled
- Have also language code visible as in Finnish (fi)


(file #19295)
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File name: NsisRealLangNames-2.patch  Size:3 KB


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[Freeciv-Dev] [bug #21159] 'mapimg colortest' causes assertion failures and server disconnection

2013-10-30 Thread Marko Lindqvist
Update of bug #21159 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Jacob Nevins
Follow-up Comment #1, bug #21242 (project freeciv):

Do you know this to be new behaviour?

I've certainly seen AI build spaceships in autogames (once I saw it sit with a
complete but unlaunched spaceship for thousands of years while all its land
sank beneath the waves, but that's another matter). I can probably dig out the
autogame if you want a reference.

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[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Marko Lindqvist
Follow-up Comment #2, bug #21242 (project freeciv):

 Do you know this to be new behaviour?

While I remember the time AI was actively building spaceships (and even the
time before that when it wasn't able to build spaceships), I don't think the
behavior I'm seeing is *new* in freeciv development timescale (maybe
introduced in 2.0).
If you've seen AI to build spaceships *in classic ruleset*, then it does work.
I've seen it happen only in rulesets without such improvement requirements for
spaceship parts.

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[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Jacob Nevins
Follow-up Comment #3, bug #21242 (project freeciv):

 If you've seen AI to build spaceships *in classic ruleset*, then 
 it does work.
Attached is an example endgame from 2.3.4 with the default (now classic)
ruleset where several AIs have spaceships and I think the game is won by space
race. (And we've had a Factory requirement for spaceship parts for ages,
certainly in 2.3 and 2.2.)
(I was testing unusual map dimensions -- bug #20792 -- but I don't think
that's necessary; unfortunately most of the autogames I still have lying
around that might be with newer code no longer load in current versions, so
I'd have to build a special old trunk build to check. I probably haven't done
any autogames with post-2.4 code.)
I wonder what's different from you? My autogame settings are unremarkable:


set gameseed 374362
set mapseed 123814
set savename=autogame
set timeout -1
set ec_turns 0
set aifill 7
set saveturns 1
set minplayers 0

set mapsize xysize
set xsize 500
set yszie 250
set topology wrapx|iso
hard
create Caesar
start


(yes, I did typo yszie)

 once I saw it sit with a complete but unlaunched spaceship for 
 thousands of years while all its land sank beneath the waves
I think bug #17953 description refers to this incident; however, I don't seem
to still have the files around to check my recollection.

(file #19296)
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[Freeciv-Dev] [patch #3959] Assign defenders for their martial law value

2013-10-30 Thread Marko Lindqvist
Update of patch #3959 (project freeciv):

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


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[Freeciv-Dev] [bug #20031] Amplio2 missing Maglev gfx

2013-10-30 Thread Marko Lindqvist
Update of bug #20031 (project freeciv):

  Status:None = Ready For Test 
 Planned Release:   2.5.0 = 2.5.0, 2.6.0   

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Follow-up Comment #1:

Here's the maglev gfx I've used on my own ruleset. It just the rails gfx with
brown changed to blue. I guess this can go in as a placeholder.

(file #19298, file #19299)
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[Freeciv-Dev] [task #7681] Distribute Windows build of Gtk3 client

2013-10-30 Thread Marko Lindqvist
Update of task #7681 (project freeciv):

 Planned Release:   2.5.0 = 2.4.1, 2.5.0   

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Follow-up Comment #1:

http://www.gtk.org/download/win32.php now lists gtk+-3.6.4

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