[Freeciv-Dev] [patch #4387] Store client options inside .freeciv/

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #8, patch #4387 (project freeciv):

Just a quick note that I've tried to get fontconfig in crosser
(cross-compilation to windows) updated. While going through fontconfig mailing
lists to see if the problems I'm encountering are already reported, I notice
how all the Windows build problems with new fontconfig-2.11.0 seem to be
caused by new XDG compliance code... XDG requiring working symlinks, to be
exact.

___

Reply to this item at:

  http://gna.org/patch/?4387

___
  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 #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #11, bug #21115 (project freeciv):

For effect reqs  nreqs, I think the plan now is:

S2_4: nreqs must be used, patch ruleset sanity checking to disallow negated =
TRUE reqs
2.6: nreqs are to be removed (or only deprecated?). present = FALSE reqs must
be used.

What about S2_5? Is it transition version where both are supposed to work? Or
do we handle it like S2_4? If both are supported, which method is the
preferred one (especially for new rulesets, should we recommend
safe-and-reliable nreqs, or less-work-in-future-update present = FALSE. Also,
supplied rulesets should use what ever is the preferred method - maybe it's
simply too late in stabilization to make present = FALSE the default now?)

___

Reply to this item at:

  http://gna.org/bugs/?21115

___
  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 #17887] Tech prerequisites misdisplayed in help if root_req set

2014-01-04 Thread Marko Lindqvist
Update of bug #17887 (project freeciv):

  Depends on: = patch #4399


___

Reply to this item at:

  http://gna.org/bugs/?17887

___
  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 #17887] Tech prerequisites misdisplayed in help if root_req set

2014-01-04 Thread Marko Lindqvist
Update of bug #17887 (project freeciv):

  Depends on: = patch #4397


___

Reply to this item at:

  http://gna.org/bugs/?17887

___
  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 #17887] Tech prerequisites misdisplayed in help if root_req set

2014-01-04 Thread Marko Lindqvist
Update of bug #17887 (project freeciv):

  Depends on: = bugs #21435


___

Reply to this item at:

  http://gna.org/bugs/?17887

___
  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 #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #12, bug #21115 (project freeciv):

Oh, if we are still going to release 2.3.5, sanity check patch planned for
S2_4 should go to S2_3 too.

___

Reply to this item at:

  http://gna.org/bugs/?21115

___
  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 #21414] Huts in S2_5 savegame loaded into trunk as pollution

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #3, bug #21414 (project freeciv):

 It's a bit of a mess that roads use compatibility definitions
 in ruleset (ROCO_xxx) while other specials are converted by
 rule_name.
 Former is introduced in 2.5, so it's not yet been in any
 release nor is format yet frozen - maybe we should still change
 it to use rule_name (road rule_name in case of S2_5)

That wouldn't be as simple handle roads like (other) extras change as I
thought. Roads are no longer part of specials array, and I certainly don't
want to add them back just to get this to work. I'm inclined to leave it as it
is - though it's causing savegame handling code to be more messy, we already
have more brute force cleanup method planned for savegame code (in 3.0 drop
support for loading save versions handled by savegame.c and 'rm --force
--force --force savegame.?', make copy of savegame2.c as savegame3.c that
handles 3.0+ saves, and drop all backward compatibility code for older
versions from it, savegame2.c keeps on collecting cruft until it's time to
drop support for loading pre-3.0 savegames)

___

Reply to this item at:

  http://gna.org/bugs/?21414

___
  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 #4377] Remove hardcoded restriction that huts cannot exist on Oceanic terrains

2014-01-04 Thread Marko Lindqvist
Update of patch #4377 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?4377

___
  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 #21416] Alien ruleset specialists don't have human-friendly names or descriptions

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #2, bug #21416 (project freeciv):

 Presumably because it predates the names being ruleset
 defineable.

Let's add some history here in case it helps with some other issues:

1) Alien ruleset started off as copy from my stub ruleset
2) Both stub ruleset and alien ruleset (until it itself entered freeciv repo)
have been kept updated format-wise mainly by diffing default/classic ruleset
revisions via our svn repository web-interface
http://svn.gna.org/viewcvs/freeciv/trunk/data/classic/ 
3) It seems something has gone awry (human error most likely) when some
specialist related changes were made to ruleset format/default ruleset. I now
noticed that stub ruleset, and all rulesets since derived from it have
outdated comments documenting specialists. Alien ruleset is an interesting
case that it has been somewhat updated, but with poor (copypaste?) results -
I'll fix that in new ticket.

___

Reply to this item at:

  http://gna.org/bugs/?21416

___
  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 #4404] Copy specialists related ruleset comments from classic to alien

2014-01-04 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4404

 Summary: Copy specialists related ruleset comments from
classic to alien
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 04 Jan 2014 01:00:25 PM 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, 2.6.0

___

Details:

As noted in bug #21416, alien ruleset comment section about specialists was
not correct - at some update parts of old documentation has remained while
updated one has been added, resulting in duplicate slightly different entries.



___

File Attachments:


---
Date: Sat 04 Jan 2014 01:00:25 PM EET  Name: AlienSpecialistRSComments.patch 
Size: 721B   By: cazfi

http://gna.org/patch/download.php?file_id=19663

___

Reply to this item at:

  http://gna.org/patch/?4404

___
  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 #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/patch/?4405

 Summary: Move automatic road/base messages (New hope sweeps
like fire...) to Lua script?
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 11:31:01 2014
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0,2.6.0

___

Details:

We used to have:

New hope sweeps like fire through the country as the discovery of railroad is
announced.
Workers spontaneously gather and upgrade all cities with railroads.

(from upgrade_city_rails())

But now we have gen_roads this message is forced to be the rather more
clumsy:

New hope sweeps like fire through the country as the discovery of new road
building technology is announced.
Workers spontaneously gather and upgrade all possible cities with better
roads.

and similar for bases.

If we emitted a Lua signal in this circumstance
(AlwaysOnCityCenter/AutoOnCityCenter), rulesets could override the message
with a more appropriate one. We could keep the current messages as a fallback
in default.lua. (Or possibly messages which mention the base/road name.)

(The existing tech_researched signal isn't far off being usable for this,
but wouldn't be able to distinguish whether any cities were in fact upgraded.)




___

Reply to this item at:

  http://gna.org/patch/?4405

___
  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 #21416] Alien ruleset specialists don't have human-friendly names or descriptions

2014-01-04 Thread Jacob Nevins
Follow-up Comment #3, bug #21416 (project freeciv):

 It seems something has gone awry (human error most likely) when 
 some specialist related changes were made to ruleset 
 format/default ruleset
(This happened in patch #2050 for 2.3.0, if that helps.)

___

Reply to this item at:

  http://gna.org/bugs/?21416

___
  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 #4392] Hidden resources which can be revealed by tech advances

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, patch #4392 (project freeciv):

 Also, rather than implementing simple reveal-and-never-hide 
 feature, I think more general appear and disappear framework 
 that could model anything of revealing, hiding, depleting, 
 actual appearance and disappearance, growing, falling from the 
 sky, blocking, worker's strike, etc would be in order.
Mm. Part of the reason I chose reveal-and-never-hide semantics was that it was
nice and simple to implement, and didn't require some way for players to
remember I'm sure there used to be stoats on this tile without keeping it
all in their head.
This concern is specific to the cases where player knowledge is kept
incomplete. Actual appearance and disappearance in the real world is easier to
handle (again, provided there isn't hidden state in a tile that indicates its
likeliness to spawn stoats at some point in future).
I'm not sure what shape such a framework would take, beyond using requirements
to trigger the various changes. I guess you're thinking of something a bit lit
the extra-causes system?

 I'd be tempted to have a go at this for 2.5,
 I would oppose. [...]
Fair enough. There wouldn't have been time, anyway.

___

Reply to this item at:

  http://gna.org/patch/?4392

___
  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 #4387] Store client options inside .freeciv/

2014-01-04 Thread Jacob Nevins
Follow-up Comment #9, patch #4387 (project freeciv):

(Since we're discussing the XDG directory spec here) another thing that makes
me a bit uneasy about using that for Freeciv is that it mandates a default
fallback to a system-wide directory (under /etc/xdg) for config.
I'm not sure that's appropriate for .freeciv-client-rc, although I can't quite
articulate why. I like the current property of being able to blow it away from
my home directory and restore factory configuration without having to go on a
hunt to determine which system-wide files and environment variables might be
changing my experience from the developer default (e.g. when reporting bugs
upstream), and I'm struggling to see many realistic applications for a
system-wide client RC.

 Windows build problems with new fontconfig-2.11.0 seem to be 
 caused by new XDG compliance code... XDG requiring working 
 symlinks, to be exact.
Hmm, I don't notice anything explicit in the base directory spec requiring
symlinks -- is it an implied requirement? Or could it be a different XDG spec?
-- fontconfig is a freedesktop.org (fka XDG) project
http://www.freedesktop.org/wiki/Software/fontconfig/, after all.

___

Reply to this item at:

  http://gna.org/patch/?4387

___
  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 #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, patch #4405 (project freeciv):

Don't know if it matters, but remember that it's not necessarily exactly new
tech made one new road generally possible. Even classic ruleset has Bridge
Building technology that doesn't allow *new* road types, but one to build
existing roads on river tiles. In theory one could even get Railroad first (by
diplomacy or stealing) and then discovery of Bridge Building would give both
roads and railroads on river city centers.

___

Reply to this item at:

  http://gna.org/patch/?4405

___
  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 #4392] Hidden resources which can be revealed by tech advances

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #3, patch #4392 (project freeciv):

 This concern is specific to the cases where player knowledge is
 kept incomplete.

Right. What I have had in mind system where the extras get actually created
when they should be made visible, rather than keeping them hidden from players
until then. I take it the difference between the two systems (property that
one player can know the extra and the other not) is important to you?

___

Reply to this item at:

  http://gna.org/patch/?4392

___
  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 #4392] Hidden resources which can be revealed by tech advances

2014-01-04 Thread Jacob Nevins
Follow-up Comment #4, patch #4392 (project freeciv):

 I take it the difference between the two systems (property 
 that one player can know the extra and the other not) is 
 important to you?
Absolutely -- I think it's vital for certain rulesets involving strategic
resources.
You don't even know where to look for oil until you have appropriate tech, so
you can't spend the entire game from the bronze age defending territory with
oil because you know it'll be useful in 2000 years; and you can befriend
someone with higher tech and get their map to find it (or maybe steal their
map).
(CivIV has this notion, don't know about previous versions.)

___

Reply to this item at:

  http://gna.org/patch/?4392

___
  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 #4392] Hidden resources which can be revealed by tech advances

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #5, patch #4392 (project freeciv):

Civ III has it. It just that I always thought that it would be better if
resources were revealed to everybody when first one reached the required tech
- even if you don't know the tech details well enough to use it yourself,
there's some leakage about its nature (I can't build combustion engines
myself, but I still know that they need Oil). For multiplayer game balance it
would be nice if player already leading wouldn't have additional benefit of
knowing which geographical areas are important - I'd like to know strenghten
my defenses where I have resources enemy is hungry for.

___

Reply to this item at:

  http://gna.org/patch/?4392

___
  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 #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, patch #4405 (project freeciv):

 Don't know if it matters, but remember that it's not 
 necessarily exactly new tech made one new road generally 
 possible.
Indeed, it's not necessarily a tech that triggers it any more (although I
think that's all we'll handle at the moment?)
Would probably need to iterate over each road/base type and then cities inside
that.

 Even classic ruleset has Bridge Building technology that 
 doesn't allow new road types, but one to build existing roads 
 on river tiles.
Playing on trunk, I had noticed getting one of these messages when I learned
Bridge Building, and wondered why.
I had not noticed that we'd got rid of free city bridges in the classic
ruleset by not having AlwaysOnCityCenter, although now I see it was discussed
extensively in patch #3522 and patch #3826. We should remember to put that in
NEWS.
In fact this is an example of where a ruleset custom message would be really
useful -- I can't see it being practical to have the core game engine come up
with a sensible description of this.

I'm now thinking a signal like:

bool city_infrastructure_upgraded(extra, reason, cause)
* extra somehow describes which base/road has been enabled. Could be just a
string, or we could add bases/roads/extras as first-class Lua types and pass
one of those.
* reason textually describes what triggered the upgrade:
** Techs: similar set to tech_researched, but qualified by tech_:
tech_researched, tech_traded, tech_stolen, tech_hut -- allows
discovery to be distinguished
** Others: another plausible place we should be calling
upgrade_all_city_extras() is on building wonders, to enable a wonder/building
tech. (Should this even be limited to the current player? -- this is a new
ticket, anyway) We'd have building_* (or just building) reason for that.
* cause is the specific tech, building, etc that triggered the upgrade (this
can be a first class Lua type).

So for the classic ruleset our signal handler would go something like:
* Is reason tech_* with cause Bridge Building: print a new message
Discovery of Bridge Building leads workers to build bridges in all your river
cities.
* Else, if reason is tech_*, print the traditional new hope or the people
are pleased message, either switching on tech/extra names or just using a
default fallback in default.lua which mentions extra names.
* Else: shouldn't happen (no wonders cause upgrades in default rulesets), so
do nothing. (Maybe default.lua does have words for this, however.)

___

Reply to this item at:

  http://gna.org/patch/?4405

___
  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 #21436] Connect with rail can no longer build roads first

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21436

 Summary: Connect with rail can no longer build roads first
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 13:44:38 2014
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_5, trunk
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0,2.6.0

___

Details:

On S2_5 and trunk, if I try to direct a worker unit to connect-with-rail
(shift-L) in a place where there are no roads, it is prohibited (I get a
red-circle-with-line-through cursor).
In 2.4.x the unit built the roads first.
This is presumably caused by gen-roads, and might be hard to solve in general,
but it is a bit of an annoying regression, increasing micromanagement.




___

Reply to this item at:

  http://gna.org/bugs/?21436

___
  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] [patch #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Marko Lindqvist
On 4 January 2014 15:29, Jacob Nevins no-reply.invalid-addr...@gna.org wrote:
 I had not noticed that we'd got rid of free city bridges in the classic
 ruleset by not having AlwaysOnCityCenter, although now I see it was discussed
 extensively in patch #3522 and patch #3826. We should remember to put that in
 NEWS.

 Speaking of which, have you collected any 2.5 NEWS notes yet? I don't
mean to hurry you, but I'd like to know if that's likely to keep us
from releasing beta1 soon after we've got coding related blockers
solved.


 - ML

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21436] Connect with rail can no longer build roads first

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #21436 (project freeciv):

 This is presumably caused by gen-roads, and might be hard to
 solve in general

I assume we will be able to re-use most of the code used to solve similar
problem on placing railroads from editor.

___

Reply to this item at:

  http://gna.org/bugs/?21436

___
  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 #21427] Nationset rule_name mandatory

2014-01-04 Thread Jacob Nevins
Update of bug #21427 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn

___

Follow-up Comment #3:

 Maybe this ticket could then be resolved by adding more 
 comments to default/nationlist.ruleset about how the 
 rule_name is being used
How about this patch?

(file #19664)
___

Additional Item Attachment:

File name: trunk-nationsets-comments.patch Size:9 KB


___

Reply to this item at:

  http://gna.org/bugs/?21427

___
  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 #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, bug #21403 (project freeciv):

Should it even be possible for units to remove AutoOnCityCenter extras?
Since they are liable to pop into existence when a new tech is discovered, I
tend to think they should not be removeable.
The distinction for me is that AlwaysOnCityCenter overrides other requirements
(it would be equivalent to adding an or CityTile(Center) requirement to an
AutoOnCityCenter extra, if it were possible to add or rather than and
requirements). AutoOnCityCenter should be whenever it's possible for extra to
exist on city centre tile, it should exist there, I think?
(...maybe we should be checking upgrade_all_city_extras() on city tile terrain
change; another ticket...)

(Sorry if there's a ticket about this already, but I didn't spot it -- patch
#4188 is vaguely in the same area.)

___

Reply to this item at:

  http://gna.org/bugs/?21403

___
  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] Ruleset object deprecation (was: [bug #21428] Number of extras defined by the ruleset (= 8) are lower than the number in the savefile (= 10))

2014-01-04 Thread Jacob Nevins
Marko Lindqvist writes:
 Follow-up Comment #1, bug #21428 (project freeciv):
 
 [...] I've started designing Ruleset object deprecation -feature,
 maybe making its debut in 3.0.

I've been thinking about this sort of thing too, so I'd be interested in
your ideas.

For instance, if advances in rulesets ever allowed us to merge the
Aqueduct buildings in civ2civ3 into a smaller set, we'd have a problem
with savegames.
(That's Aqueduct, Aqueduct, near river, and Aqueduct, near lake.)

I was thinking of a simple supersedes list of rule_names for each
building (etc) that would cause old names in savegames to be converted
to new things; but I haven't thought about it very hard.

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21437

 Summary: Autosettlers ignoring special resources (mining
hills without coal when coal is available)
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 16:27:24 2014
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk r23942
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I played a test game with classic ruleset on trunk recently, and one thing I
noticed was that my automatic workers were tending to mine hills without coal
when there were hills with coal in the radius of the same city.

Unless the workers attach importance to their current position, I can't think
of a reason they should have preferred the coal-less hills.
(In fact I never noticed them choosing to mine coal, so they may have been
actively avoiding it, but I don't have evidence for that.)

I don't know whether this is a recent regression, or longstanding, although I
think we have fixed bugs of this kind in the past.

I'm not sure what useful diagnostics I can provide. I've provided a savegame
from much later just in case it's useful (although I observed the behaviour
right at the start).



___

File Attachments:


---
Date: Sat Jan  4 16:27:24 2014  Name: teamgame.sav.bz2  Size: 40kB   By: jtn

http://gna.org/bugs/download.php?file_id=19665

___

Reply to this item at:

  http://gna.org/bugs/?21437

___
  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 #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #21437 (project freeciv):

 I'm not sure what useful diagnostics I can provide.

Savegame is enough for me to check myself, but with future autosettler
problems you may want to correlate which tiles city is currently working to
ones autosettler starts to improve (the useual ai-considers-only-one-step rule
here means that it doesn't consider both improving the tile and changing city
worker placement)

___

Reply to this item at:

  http://gna.org/bugs/?21437

___
  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 #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, bug #21437 (project freeciv):

The scenario editor lets us be a bit scientific with this. Savegame attached
where half the world is hills, the other half grass (so that there's something
to eat), and half of the hills within the city radius have coal.

After loading this, I build a city with the two settlers, set it to Coinage,
research to Pottery, sentry the Explorer, and set the two workers to auto, and
watch what they do.

On S2_4, the workers seem to ignore the presence of coal but not avoid it.

On trunk, the workers mined all the hills without coal before starting on
hills with coal. This could have been coincidence.

(file #19666)
___

Additional Item Attachment:

File name: coaltest24.sav.bz2 Size:6 KB


___

Reply to this item at:

  http://gna.org/bugs/?21437

___
  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 #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Jacob Nevins
Follow-up Comment #3, bug #21437 (project freeciv):

 you may want to correlate which tiles city is currently working 
 to ones autosettler starts to improve
Missed this in previous tests, but I just redid trunk, and city was only ever
working a grass tile; worker built road to it and then they moved on to other
things. City never worked hills so that shouldn't have influenced workers'
choice.

I don't think it's that worker is preferring the tile they're on, either --
I've seen workers walk over coal to get to a worksite without it.

___

Reply to this item at:

  http://gna.org/bugs/?21437

___
  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 #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #4, bug #21437 (project freeciv):

btw. This is the first bug report ever where one should specify AI type used.
:-)
But I just assume you're using classic AI, and not threaded one, which does
this part a bit differently.

___

Reply to this item at:

  http://gna.org/bugs/?21437

___
  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 #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Jacob Nevins
Follow-up Comment #5, bug #21437 (project freeciv):

 btw. This is the first bug report ever where one should specify 
 AI type used. :-)
:)
FWIW, I do actually have threaded AI built in
(--enable-ai-static=classic,threaded), just because.
But when I start a game with aifill (unlike this one), /list players says
classic, so I assume it defaults to that.
(How is it determined which AI is used for autosettlers? It doesn't show up in
/list players. But if I /aitoggle, then it says classic.)

___

Reply to this item at:

  http://gna.org/bugs/?21437

___
  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] Ruleset object deprecation (was: [bug #21428] Number of extras defined by the ruleset (= 8) are lower than the number in the savefile (= 10))

2014-01-04 Thread Marko Lindqvist
On 4 January 2014 16:15, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
 Marko Lindqvist writes:
 Follow-up Comment #1, bug #21428 (project freeciv):

 [...] I've started designing Ruleset object deprecation -feature,
 maybe making its debut in 3.0.

 I've been thinking about this sort of thing too, so I'd be interested in
 your ideas.

 For instance, if advances in rulesets ever allowed us to merge the
 Aqueduct buildings in civ2civ3 into a smaller set, we'd have a problem
 with savegames.
 (That's Aqueduct, Aqueduct, near river, and Aqueduct, near lake.)

 In principle, as long as ruleset author wants to maintain
compatibility with savegames from version that had some now removed
object, such as Aqueduct buildings, he needs to have something like:

[deprecations]
buildings = { type, action, value
 Aqueduct, near lake, Discard
 Aqueduct, near river, Convert, Aqueduct
}

 I was thinking of a simple supersedes list of rule_names for each
 building (etc) that would cause old names in savegames to be converted
 to new things; but I haven't thought about it very hard.



 - ML

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #6, bug #21437 (project freeciv):

 How is it determined which AI is used for autosettlers? It
 doesn't show up in /list players.

- new ticket?

Maybe /list players should show AI type associated to human players too, as
it affects advisors. AI type associated with player cannot be changed after
player has been created, so rest assured that mere /aitoggle (or /away)
retains it.

___

Reply to this item at:

  http://gna.org/bugs/?21437

___
  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 #4406] players_in_same_range() and other refactoring

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/patch/?4406

 Summary: players_in_same_range() and other refactoring
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 19:13:44 2014
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Some refactoring in requirements.c on the way to patch #4388.
* Invent new players_in_same_range() for use in the various functions that
look for player with some property within a requirement range. Not saving much
yet, but it will when REQ_RANGE_TEAM is added.
* Rework buildings_in_range() 'survives' to use a switch statement.
* Factor out is_achievement_in_range()
Untested so far.




___

Reply to this item at:

  http://gna.org/patch/?4406

___
  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 #4388] Requirement range Team

2014-01-04 Thread Jacob Nevins
Update of patch #4388 (project freeciv):

  Depends on: = patch #4406


___

Reply to this item at:

  http://gna.org/patch/?4388

___
  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 #4388] Requirement range Team

2014-01-04 Thread Jacob Nevins
Update of patch #4388 (project freeciv):

  Status:None = In Progress
 Assigned to:None = jtn
 Planned Release: = 2.6.0  


___

Reply to this item at:

  http://gna.org/patch/?4388

___
  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 #4406] players_in_same_range() and other refactoring

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, patch #4406 (project freeciv):

 Invent new players_in_same_range() for use in the various
 functions that look for player with some property within a
 requirement range.

Sorry for leaving that out when implementing Alliance range. I considered it,
but then listened inner don't overdesign voice.

___

Reply to this item at:

  http://gna.org/patch/?4406

___
  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 #4407] Move requirement range/survives sanity checking from req_from_str() to rssanity.c

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/patch/?4407

 Summary: Move requirement range/survives sanity checking from
req_from_str() to rssanity.c
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 19:24:19 2014
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Currently, req_from_str() does some sanity checking of requirements when
parsing them: it checks validity of ranges for requirements, and (after patch
#4396) the 'survives' field.

cazfi notes in bug #21418 comment 1:
 On a general note, we need to be moving all possible sanity 
 checks to sanity_check_ruleset_data() which freeciv-ruledit then 
 can use to check ruleset being modified.

req_from_str() should be reduced to checking the syntax of individual fields,
and semantic checking of ranges vs types etc moved to rssanity.c (probably
building on bug #21418).

(I think this will lose us reporting of which filename/section is at fault,
but it can't be helped.)




___

Reply to this item at:

  http://gna.org/patch/?4407

___
  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 #4406] players_in_same_range() and other refactoring

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, patch #4406 (project freeciv):

No problem :)

(I also considered a players_range_iterate() like city_range_iterate() in the
AI, but decided that was overdoing it.)

(file #19667)
___

Additional Item Attachment:

File name: trunk-requirements-range-refactor.patch Size:8 KB


___

Reply to this item at:

  http://gna.org/patch/?4406

___
  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 #4388] Requirement range Team

2014-01-04 Thread Jacob Nevins
Follow-up Comment #1, patch #4388 (project freeciv):

Very early WIP. Not a commit candidate because:
* Untested
* Not written help yet because patch #4400 still WIP
* Not updated README.effects because patch #4401 still WIP

One notable decision: wrt bug #21415, I have decided to have the AI consider
team-ranged effects, because it will always be on teammates' side so does not
need to worry about benefiting them (its evaluation will still be entirely
selfish, though, I think).

(file #19668)
___

Additional Item Attachment:

File name: trunk-req-range-team-wip1.patch Size:15 KB


___

Reply to this item at:

  http://gna.org/patch/?4388

___
  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 #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #3, bug #21403 (project freeciv):

 Should it even be possible for units to remove AutoOnCityCenter
 extras?

1) Maybe it's semantics, but unlike with the ALWAYS -flag this should not be
hard rule.

2) It's actually right thing to do in some situations. It's *not* guaranteed
that the extra will pop up back, for example if city has new owner who does
not know required tech to rebuild it (destroying railroads before losing city)
or, in case of some potential uses of extras by ruleset author, is not to be
penalised by bad extra. OTOH the case where it does pop back up should work in
a more reliable way than next time new tech is discovered - new ticket

Maybe we need to give ruleset author control over this, as it would be nice to
protect user from pillaging always pops back up -extras.



___

Reply to this item at:

  http://gna.org/bugs/?21403

___
  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 #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-01-04 Thread Jacob Nevins
Follow-up Comment #13, bug #21115 (project freeciv):

 S2_4: nreqs must be used, patch ruleset sanity checking to 
 disallow negated = TRUE reqs 
 Oh, if we are still going to release 2.3.5, sanity check patch 
 planned for S2_4 should go to S2_3 too.
Hm, I'm not wild about potentially disallowing rulesets on stable branches. An
ultra-stable 2.3 update is not much use if the ruleset you were previously
happy with (didn't tickle any bugs) now doesn't load at all.
I'd go for emitting log_error() on these branches, at most -- that allows us
to communicate that it's not recommended, and shows up fairly obviously in the
client. (Similar to what we do when savegame loading goes a bit wonky.)
On 2.5 and 2.6 we still have time to set a hard policy IMO...

 What about S2_5? Is it transition version where both are 
 supposed to work?
That really depends on whether we can make present=FALSE reliable in time.
Right now I don't think we've scoped out how much work there is to get there
from here -- all the stuff I've fixed, I happened to spot on the way somewhere
else, I haven't done an exhaustive survey.
(I suppose autogames with rulesets defined each way would be one way to get a
clue...)

 maybe it's simply too late in stabilization to make 
 present = FALSE the default now?)
There's a weak argument which says that since the syntax on 2.5 and 2.6 will
be different (negated=TRUE vs present=FALSE), we should only start encouraging
this style once the syntax has settled (i.e. in 2.6) to avoid two lots of
ruleset rewriting for third parties.

___

Reply to this item at:

  http://gna.org/bugs/?21115

___
  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 #4408] Check for AutoOnCityCenter extras in more circumstances (not just gaining tech)

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/patch/?4408

 Summary: Check for AutoOnCityCenter extras in more
circumstances (not just gaining tech)
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 19:59:34 2014
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Currently we only call upgrade_all_city_extras() when a player discovers a new
tech, and only for that player's cities, even though technically any
requirement could trigger a transition.
In other tickets, discussion has highlighted that we might want to do so in
other places:
* In patch #4405, I suggested that buildings (wonders) could trigger free city
extras. (Should this only check the current player, or all players?)
* In bug #21403, I wondered if city tile terrain change should trigger a
check, in case it causes a requirement for an AutoOnCityCenter extra to be
fulfilled.

However, need to figure out the semantics of AutoOnCityCenter; see discussion
in bug #21403.




___

Reply to this item at:

  http://gna.org/patch/?4408

___
  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 #4408] Check for AutoOnCityCenter extras in more circumstances (not just gaining tech)

2014-01-04 Thread Jacob Nevins
Follow-up Comment #1, patch #4408 (project freeciv):

...maybe Government too?

___

Reply to this item at:

  http://gna.org/patch/?4408

___
  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 #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #14, bug #21115 (project freeciv):

 Hm, I'm not wild about potentially disallowing rulesets on
 stable branches.

True, that would be quite blatantly against datafile format freeze.
log_error() (limited to one client popup even if there's multiple negated
reqs) sounds sensible - in most cases it just makes ruleset author to fix the
ruleset (should be clearly instructed in the message)

 (I suppose autogames with rulesets defined each way would be
 one way to get a clue...)

Just to make sure we don't do duplicate work: have you done any work to
convert our rulesets? If not, I'll create patch for that (not to be committed
yet, obviously, but to be used in testing).

 There's a weak argument which says that since the syntax on
 2.5 and 2.6 will be different (negated=TRUE vs present=FALSE)

It's quite perfect counter-argument to the main argument for using negated =
TRUE as default; that it will save ruleset authors from updating requirements
when 2.6 comes out.

___

Reply to this item at:

  http://gna.org/bugs/?21115

___
  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 #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-04 Thread Jacob Nevins
Follow-up Comment #4, bug #21403 (project freeciv):

 It's not guaranteed that the extra will pop up back, for 
 example if city has new owner who does not know required 
 tech to rebuild it
Good point -- in my world, the can-we-pillage test would have to include
would this extra currently be automatically added to a city center.

However:
 (destroying railroads before losing city)
...that doesn't allow for this scorched-earth strategy. Hm.

 or, in case of some potential uses of extras by ruleset 
 author, is not to be penalised by bad extra
It does allow this, though (you liberate a city with a Rat Citadel due to the
previous owner's Government, Slob, Player administration, and have to
clean it up).

 OTOH the case where it does pop back up should work in a 
 more reliable way than next time new tech is discovered
 - new ticket 
I've raised patch #4408 for my previous suggestions, maybe it covers this too.
(As usual with requirements, it's not practical to test *all* transitions, so
we have to pick the most useful ones.)

 Maybe we need to give ruleset author control over this, 
 as it would be nice to protect user from pillaging always 
 pops back up -extras.
I'm not sure what semantics it would have, since requirements specification is
driven by current state and not transitions.
I suspect that the only practical way to allow the scorched-earth thing in a
way we developers won't break in future is to add the extras via Lua script
rather than AutoOnCityCenter -- that way the ruleset author can arrange that
they appear only when a player discovers the *relevant* tech (and only the
first time, in the presence of tech loss).

___

Reply to this item at:

  http://gna.org/bugs/?21403

___
  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 #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Jacob Nevins
Follow-up Comment #3, patch #4405 (project freeciv):

 another plausible place we should be calling 
 upgrade_all_city_extras() is on building wonders
Now covered by patch #4408.

___

Reply to this item at:

  http://gna.org/patch/?4405

___
  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 #21438] freeciv-manual -r rulesetdir option doesn't work

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21438

 Summary: freeciv-manual -r rulesetdir option doesn't work
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 20:19:33 2014
Category: None
Severity: 2 - Minor
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Always selects the default/classic ruleset, on any branch back to S2_3.

Maybe I broke it in bug #21086 or something. You'd have thought I'd have
tested that.

Sigh. I'm in no hurry to investigate.




___

Reply to this item at:

  http://gna.org/bugs/?21438

___
  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 #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-01-04 Thread Jacob Nevins
Follow-up Comment #15, bug #21115 (project freeciv):

 Just to make sure we don't do duplicate work: have you done 
 any work to convert our rulesets?
No.

___

Reply to this item at:

  http://gna.org/bugs/?21115

___
  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 #21439] diplomat can't bribe trireme

2014-01-04 Thread anonymous
URL:
  http://gna.org/bugs/?21439

 Summary: diplomat can't bribe trireme
 Project: Freeciv
Submitted by: None
Submitted on: sab 04 gen 2014 21:06:45 UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.1
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

I'm Etruscan, enemy is Japan.
There is a diplomat in Velch (63, 44).
You can send diplomat (63, 44) to Curtun (66, 43).
You can send trireme (65, 42) to Curtun (66, 43).
You can load diplomat on trireme in Curtrun (66, 43) and keep 1 diplomat
movement point.
You can move loaded trireme from Curtrun (66, 43) to (67, 42).
There is one enemy trireme in (68, 41), I can't bribe it from (67, 42).
I'm in Democracy, Japan is in Monarchy.




___

File Attachments:


---
Date: sab 04 gen 2014 21:06:45 UTC  Name: freeciv-T0140-Y00800-auto.sav.bz2 
Size: 37kB   By: None

http://gna.org/bugs/download.php?file_id=19669

___

Reply to this item at:

  http://gna.org/bugs/?21439

___
  Messaggio inviato con/da Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21440] Unique achievements aren't unique in the event of a tie?

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21440

 Summary: Unique achievements aren't unique in the event of a
tie?
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 21:11:46 2014
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: 2.6.0

___

Details:

I haven't tested this at all, so sorry if it's wrong, but just from reading
the code:

achievement_plr() builds a list of players who've reached an achievement this
turn, and then select one of them randomly to be the winner if there's more
than one.

However, it sets bits in (struct achievement).achievers for everyone who
qualified for the achievement, and these persist.

The messages and script signals are correctly sent to only one person, but I
think requirements/effects will be satisfied by anyone who qualified.




___

Reply to this item at:

  http://gna.org/bugs/?21440

___
  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 #21439] diplomat can't bribe trireme

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #21439 (project freeciv):

I'll check the savegame later, but one should remember that even cargo of the
transport counts against the unit to be bribed must be alone in the tile
-rule, so the trireme may carry someone protecting it from bribing.

___

Reply to this item at:

  http://gna.org/bugs/?21439

___
  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 #21441] Gained achievements not visible to client

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21441

 Summary: Gained achievements not visible to client
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 21:15:00 2014
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: 2.6.0

___

Details:

Currently, the client doesn't know when an achievement has been gained
(although it knows the achievements exist).

I spotted this when I made an effect depend on an achievement -- it was
Output_Bonus, but because the client doesn't know it's happened, it doesn't
include it in its breakdown of why the city production is what it is.

We could add a network packet for it. This would also allow clients to display
a trophy case, in theory.

This raises the question: are achievements public knowledge? Currently a
message is only sent to a qualifying player. However, world and alliance range
is supported for achievement requirements; for the client to report accurately
on these, it needs to know other players' achievements.
I'm not sure what the design criteria for achievements are, so I don't know
how to answer this.




___

Reply to this item at:

  http://gna.org/bugs/?21441

___
  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 #21442] Client could report incomplete effect knowledge in city dialog

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21442

 Summary: Client could report incomplete effect knowledge in
city dialog
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 21:19:46 2014
Category: client
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Following on from bug #21441, where a client doesn't have the same knowledge
as the server about how an effect is calculated:

The city dialog pop-up looks like


Prod:   5 (  +4)

  +3 : Citizens
  -1 : Used
 : Adds up to
   4 : Total surplus


The numbers blatantly don't add up, and the client has enough information to
spot this.

It could instead display something like:


  +3 : Citizens
  -1 : Used
  +2 : (unknown)
 : Adds up to
   4 : Total surplus


which would at least be more honest.

Obviously we hope this never happens, but it's easy to guard against.




___

Reply to this item at:

  http://gna.org/bugs/?21442

___
  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 #4409] Script-defined achievements

2014-01-04 Thread Jacob Nevins
URL:
  http://gna.org/patch/?4409

 Summary: Script-defined achievements
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jan  4 21:33:10 2014
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Another one from the half-bakery.

The new achievements we have on trunk come from a small set hardcoded in the
server (Map_Known, Spaceship, Multicultural).

However, it strikes me that you really want to be able to define
ruleset-specific conditions that we (developers) wouldn't have thought of,
which looks like a fine application for Lua scripting.

How would this work?
* Could use achievement type of None or Script which is never true in the
core achievements code.
* To signal achievement, should script call into server, or vice versa (or
both)?
** If scripted achievements are to follow the existing tie-break resolution
arrangements, that suggests server sends a signal to script saying has this
player achieved this achievement in the achievement checking phase. (Script
probably shouldn't change game state here.)
* How to handle achievement messages? Currently they're hardcoded in the
server.
** Even without scripting, there's an argument these should be
ruleset-defined; for example, if the alien ruleset had achievements, it would
say You're the first one to launch spaceship towards Alpha Centauri! which
seems unlikely to be the obvious destination starting at Deneb. The existing
messages use format strings but this would be unnecessary, as they only have
values substituted that are also ruleset-defined.




___

Reply to this item at:

  http://gna.org/patch/?4409

___
  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 #4406] players_in_same_range() and other refactoring

2014-01-04 Thread Jacob Nevins
Update of patch #4406 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #3:

After a bit of testing, I'm considering this ready to commit.

___

Reply to this item at:

  http://gna.org/patch/?4406

___
  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 #4011] Lua: edit.change_terrain and edit.place_resource

2014-01-04 Thread J. M. Gorbach
Follow-up Comment #3, patch #4011 (project freeciv):

I checked another time...

I added scripting lua (transform terrain -mountain- and place resource -gold-)
in the scenario. If I turn ocean, deep ocean or lake in mountains, there are
error messages. Same position, exactly on sanity_check().

If I turn plain in mountain, nothing... I don't know if swamp, glacier,
forest, hill or other terrains are ok, but I think so.



(file #19670)
___

Additional Item Attachment:

File name: europe-200x100-v2.sav  Size:60 KB


___

Reply to this item at:

  http://gna.org/patch/?4011

___
  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 #17301] Experimental ruleset enables 'foggedborders' without borders=SEE_INSIDE

2014-01-04 Thread Jacob Nevins
Follow-up Comment #7, bug #17301 (project freeciv):

This is still bothering me. I'd like more rulesets to used foggedborders by
default, but I feel I can't recommend it due to the issue described here.

As an alternative to SEE_INSIDE, what would people think of a server option
where you always know where your _own_ borders are, but other players' are
fogged?
(And shared vision shares knowledge of borders.)

___

Reply to this item at:

  http://gna.org/bugs/?17301

___
  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 #21384] Client segfault in fill_grid_sprite_array on server shutdown or player /remove

2014-01-04 Thread Jacob Nevins
Follow-up Comment #8, bug #21384 (project freeciv):

Postscript: cazfi actually spotted this problem nearly two years ago. From bug
#18588 comment 1:
 I suspect that there's similar problem when tile owner is 
 removed from game. Remaining players may still have him as 
 owner of the tile in their player map. Fixing this needs more 
 investigation. Setting tile owner to NULL is part of player 
 map removal, and it might be bad idea to simply call tile 
 knowledge update for all players when one player map is in 
 such a state.
I don't *think* my solution trips over the issue described...

___

Reply to this item at:

  http://gna.org/bugs/?21384

___
  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 #21440] Unique achievements aren't unique in the event of a tie?

2014-01-04 Thread Marko Lindqvist
Update of bug #21440 (project freeciv):

Category:None = general
  Status:None = In Progress
 Assigned to:None = cazfi  


___

Reply to this item at:

  http://gna.org/bugs/?21440

___
  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 #21436] Connect with rail can no longer build roads first

2014-01-04 Thread Marko Lindqvist
Update of bug #21436 (project freeciv):

Category:None = client 
  Status:None = In Progress
 Assigned to:None = cazfi  


___

Reply to this item at:

  http://gna.org/bugs/?21436

___
  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 #21427] Nationset rule_name mandatory

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #4, bug #21427 (project freeciv):

 How about this patch?

Approved.

___

Reply to this item at:

  http://gna.org/bugs/?21427

___
  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 #4409] Script-defined achievements

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, patch #4409 (project freeciv):

I've had the idea about requirement type Lua for years, where lua script
would be consulted if requirement is fullfilled or not.

It would be available for more things (all requirement ranges, for starters)
than having such req only via Achievement, Lua_nn, Player, and taking a
bit more scripting code everything that could be done with Lua achievement,
should be doable with existing interfaces + that Lua req.

___

Reply to this item at:

  http://gna.org/patch/?4409

___
  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 #4380] No on-the-limit bonus for negative Size_Adj

2014-01-04 Thread Marko Lindqvist
Update of patch #4380 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?4380

___
  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 #4381] Save action enablers, disasters, and achievements from freeciv-ruledit

2014-01-04 Thread Marko Lindqvist
Update of patch #4381 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?4381

___
  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 #21443] Empty global_init_techs not saved

2014-01-04 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21443

 Summary: Empty global_init_techs not saved
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 05 Jan 2014 04:25:36 AM EET
Category: freeciv-ruledit
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: 2.6.0

___

Details:

Freeciv-ruledit does not create empty options.global_init_techs entry to
game.ruleset if there's no such techs. Ruleset loading considers that entry
mandatory.

Forcing write of empty string vector to secfile would require changes to lower
level functionality (I haven't checked how hard that would be to implement),
so I'm more inclined to simply make the entry non-mandatory.




___

Reply to this item at:

  http://gna.org/bugs/?21443

___
  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 #4385] Do not send our own style bits to SDL_ttf

2014-01-04 Thread Marko Lindqvist
Update of patch #4385 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?4385

___
  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 #21414] Huts in S2_5 savegame loaded into trunk as pollution

2014-01-04 Thread Marko Lindqvist
Update of bug #21414 (project freeciv):

Category:None = general
  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?21414

___
  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 #21439] diplomat can't bribe trireme

2014-01-04 Thread Marko Lindqvist
Update of bug #21439 (project freeciv):

Category:None = general
  Status:None = Invalid
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 

___

Follow-up Comment #2:

Oh, you're trying to bribe directly from the trireme. Diplomatic attack is not
possible from transport (from non-native terrain tile, to be exact).
And it correctly says so. I get this in output (chat) area:
Unit cannot perform diplomatic action from Ocean.

___

Reply to this item at:

  http://gna.org/bugs/?21439

___
  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] Ruleset object deprecation (was: [bug #21428] Number of extras defined by the ruleset (= 8) are lower than the number in the savefile (= 10))

2014-01-04 Thread Marko Lindqvist
On 4 January 2014 20:12, Marko Lindqvist cazf...@gmail.com wrote:
 On 4 January 2014 16:15, Jacob Nevins
 0jacobnk.fc...@chiark.greenend.org.uk wrote:
 Marko Lindqvist writes:
 Follow-up Comment #1, bug #21428 (project freeciv):

 [...] I've started designing Ruleset object deprecation -feature,
 maybe making its debut in 3.0.

 I've been thinking about this sort of thing too, so I'd be interested in
 your ideas.

 For instance, if advances in rulesets ever allowed us to merge the
 Aqueduct buildings in civ2civ3 into a smaller set, we'd have a problem
 with savegames.
 (That's Aqueduct, Aqueduct, near river, and Aqueduct, near lake.)

  In principle, as long as ruleset author wants to maintain
 compatibility with savegames from version that had some now removed
 object, such as Aqueduct buildings, he needs to have something like:

 [deprecations]
 buildings = { type, action, value
  Aqueduct, near lake, Discard
  Aqueduct, near river, Convert, Aqueduct
 }

 ..and if you want to split old Aqueduct to civ2civ3 style Aqueduct
implementation:

[deprecations]
buildings = { type, action, value
 Aqueduct, Convert, Aqueduct ; Highest priority, keep any
Aqueduct fullfilling updated reqs as Aqueduct
 Aqueduct, Convert, Aqueduct, near river
 Aqueduct, Convert, Aqueduct, near lake
 Aqueduct, ForceConvert, Aqueduct ; Ruleset author wonders if he
should have  Aqueduct, Discard here instead
}


 - ML

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4408] Check for AutoOnCityCenter extras in more circumstances (not just gaining tech)

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #2, patch #4408 (project freeciv):

As with city range requirements, I would go to check once a turn model with
this.

1) Any kind of requirement gets checked, and at well-defined point (unlike
enabler itself not being checked, but getting noticed next time something
completely unrelated happens to tricker the check)
2) Never multiple heavy nested iterations (all cities * all road types * all
reqs) in turn change when multiple things change at once (gaining tech,
multiple wonders getting finished, global warming caused terrain changes
everywhere...)

Requirements that can change mid-turn are rare, and we probably wouldn't be
testing any of those anyway?

___

Reply to this item at:

  http://gna.org/patch/?4408

___
  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 #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #4, patch #4405 (project freeciv):

 I had not noticed that we'd got rid of free city bridges in the
 classic ruleset by not having AlwaysOnCityCenter, although now
 I see it was discussed extensively in patch #3522 and 
 patch #3826. We should remember to put that in NEWS.

Story actually begins from patch #3007, later patches just ported that
behavior to new formats (and stripped it from most ruleset when it became
possible to control via ruleset)

___

Reply to this item at:

  http://gna.org/patch/?4405

___
  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 #21436] Connect with rail can no longer build roads first

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #2, bug #21436 (project freeciv):

 might be hard to solve in general

Note, however, that updates to user interface have been minimal - full
potential of gen-roads and extras is not exposed to users. There's no such
thing as connect gen-road as there's only connect with ROCO_ROAD and
connect with ROCO_RAIL.

___

Reply to this item at:

  http://gna.org/bugs/?21436

___
  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 #21440] Unique achievements aren't unique in the event of a tie?

2014-01-04 Thread Marko Lindqvist
Update of bug #21440 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #1:

So far untested fix.

(file #19673)
___

Additional Item Attachment:

File name: UniqueCredit.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?21440

___
  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 #21438] freeciv-manual -r rulesetdir option doesn't work

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #21438 (project freeciv):

Printing curently selected rulesetdir (game.server.rulesetdir) in various
places shows that it changes from user requested one to classic in
game_init()

___

Reply to this item at:

  http://gna.org/bugs/?21438

___
  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 #21438] freeciv-manual -r rulesetdir option doesn't work

2014-01-04 Thread Marko Lindqvist
Update of bug #21438 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.3.5, 2.4.2, 2.5.0,
2.6.0

___

Follow-up Comment #2:

Fix

(file #19674, file #19675, file #19676)
___

Additional Item Attachment:

File name: ManualRequestedRuleset.patch   Size:1 KB
File name: ManualRequestedRuleset-S2_4.patch Size:1 KB
File name: ManualRequestedRuleset-S2_3.patch Size:1 KB


___

Reply to this item at:

  http://gna.org/bugs/?21438

___
  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 #4402] Fix typo that allowed custom formats only up to sizeof(char*)

2014-01-04 Thread Marko Lindqvist
Update of patch #4402 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release: = 2.3.5, 2.4.2, 2.5.0,
2.6.0


___

Reply to this item at:

  http://gna.org/patch/?4402

___
  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 #4389] Ruleset-defined maximum city map radius (for UI, etc)

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, patch #4389 (project freeciv):

My vote would go to simply scanning ruleset loading time if there's any city
radius affecting effects in the ruleset. If there is, keep current behavior
(or calculate upper bound that all such effects together could have, no matter
if they can really exist at the same time). If there is no such effects, base
all the scaling to constant city radius.

I know I've mentioned this proposal several times over the years, but never
got around to implementing it...

___

Reply to this item at:

  http://gna.org/patch/?4389

___
  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 #17301] Experimental ruleset enables 'foggedborders' without borders=SEE_INSIDE

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #8, bug #17301 (project freeciv):

 As an alternative to SEE_INSIDE, what would people think of a
 server option where you always know where your own borders are,
 but other players' are fogged?

That sounds like an improvement to current situation (unlike the SEE_INSIDE
solution, that just trades one problem to another)

 (And shared vision shares knowledge of borders.)

You mean also those tiles that are not actually seen by the shared vision
giver, but for which borders are known regardless? Why? I don't think there's
even implementation cleanliness argument for this.

___

Reply to this item at:

  http://gna.org/bugs/?17301

___
  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 #21410] Gen-road unit orders not loaded correctly from savefile?

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #21410 (project freeciv):

 I couldn't conveniently set up a good test case

What about Railroad? There's connect with railroad (ROCO_RAIL) way to get
railroad building in to saved orders. If it's then considered OLD_ROAD, and
not OLD_RAIL, at the time of converting from old savegame, that should
result in building just Road.

___

Reply to this item at:

  http://gna.org/bugs/?21410

___
  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 #21382] Apparent off-by-one in road and base editor tools

2014-01-04 Thread Marko Lindqvist
Update of bug #21382 (project freeciv):

Category:  client-gtk-2.0 = client 
  Status:None = Ready For Test 
 Assigned to:None = cazfi  

___

Follow-up Comment #1:

It's base/road id's being one off in client side.

Fix attached

(file #19677)
___

Additional Item Attachment:

File name: BaseRoadEditOffByOne.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?21382

___
  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 #4411] Convert supplied ruleset effects to use present = FALSE instead of nreqs

2014-01-04 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4411

 Summary: Convert supplied ruleset effects to use present =
FALSE instead of nreqs
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 05 Jan 2014 08:40:54 AM EET
Category: rulesets
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

At the moment for testing purposes only. Attached version of the patch
converts classic ruleset only.



___

File Attachments:


---
Date: Sun 05 Jan 2014 08:40:54 AM EET  Name: PresentFalseClassic.patch.bz2 
Size: 2kB   By: cazfi

http://gna.org/patch/download.php?file_id=19678

___

Reply to this item at:

  http://gna.org/patch/?4411

___
  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 #20030] Amplio2 missing civ2civ3 wonder gfx

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #4, bug #20030 (project freeciv):

Unfortunately licensing issues prevent us from taking Temple of Artemis or
Mausoleum of Mausolos.

Attached patch is for Temple of Zeus. In addition to applying this, one should
copy the image as data/wonders/statue_of_zeus.png.

Inspection period for this part starts now.

(file #19679, file #19680)
___

Additional Item Attachment:

File name: StatueOfZeus.patch Size:1 KB
File name: StatueOfZeus-S2_5.patchSize:1 KB


___

Reply to this item at:

  http://gna.org/bugs/?20030

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev