[Freeciv-Dev] [patch #4649] Use gen-move compliant bodyguard filter
Update of patch #4649 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4649 ___ 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 #22237] dai_is_unit_tired_waiting_boat() checks tile identity rather than continent identity
Update of bug #22237 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22237 ___ 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 #4852] Clean up flag restriction documentation
URL: http://gna.org/patch/?4852 Summary: Clean up flag restriction documentation Project: Freeciv Submitted by: persia Submitted on: Thu 26 Jun 2014 07:28:00 PM JST Category: docs Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: persia Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0, 2.6.0 ___ Details: We've changed some flags, and not updated the docs to reflect this. In S2_5, Airbase became a userflag. In trunk, IgTer lost nativity restrictions. patches attached ___ File Attachments: --- Date: Thu 26 Jun 2014 07:28:01 PM JST Name: clean-up-flag-restriction-documentation.patch Size: 781B By: persia http://gna.org/patch/download.php?file_id=21156 --- Date: Thu 26 Jun 2014 07:28:01 PM JST Name: remove-airbase-from-README.rulesets.S2_5.patch Size: 628B By: persia http://gna.org/patch/download.php?file_id=21157 ___ Reply to this item at: http://gna.org/patch/?4852 ___ 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 #4853] Gen-move support for autoexplorers
URL: http://gna.org/patch/?4853 Summary: Gen-move support for autoexplorers Project: Freeciv Submitted by: persia Submitted on: Thu 26 Jun 2014 07:30:34 PM JST Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: persia Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: Autoexplorers had hardcoded determination of boundary conditions for areas suitable for exploration. The logic turns out to be easily adjusted to consider nativity directly, rather than using the hardcoded values. ___ File Attachments: --- Date: Thu 26 Jun 2014 07:30:34 PM JST Name: gen-move-support-for-autoexplorers.patch Size: 4kB By: persia http://gna.org/patch/download.php?file_id=21158 ___ Reply to this item at: http://gna.org/patch/?4853 ___ 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 #4854] Un-hardcode safe house discovery
URL: http://gna.org/patch/?4854 Summary: Un-hardcode safe house discovery Project: Freeciv Submitted by: persia Submitted on: Thu 26 Jun 2014 07:36:45 PM JST Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: persia Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: Digging through the history, it appears the behaviour difference for bored units in dai_military_attack() where sea-based units always went home and land based units did interesting things was introduced in r566 with the intent of sending bored ferries and wounded warships home. Logic adjusted to current semantics to determine ferries, and a WAG for woundedness introduced to generalise this behaviour for any unit with nothing special to do. I wonder if movement rate wasn't part of the consideration: do others think that only units that are fast should try to find a save haven for recuperation, whereas slow units would do better to just get on with the job, expecting to heal in the field? ___ File Attachments: --- Date: Thu 26 Jun 2014 07:36:45 PM JST Name: un-hardcode-safe-house-discovery.patch Size: 1kB By: persia http://gna.org/patch/download.php?file_id=21159 ___ Reply to this item at: http://gna.org/patch/?4854 ___ 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 #4855] Allow amphibious unit for kill_something_with()
URL: http://gna.org/patch/?4855 Summary: Allow amphibious unit for kill_something_with() Project: Freeciv Submitted by: persia Submitted on: Thu 26 Jun 2014 07:48:22 PM JST Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: persia Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: kill_something_with() (and the embedded process_attacker_want) restricted itself to units that were UMT_LAND or UMT_SEA. The attached patch generalises this, although not completely. Entirely gen-move compliant fixes are using unit nativity rather than move_type and a shore boolean to determine if one can reach a target, and using the potential_charges cache from gen-move bodyguards to determine if one can chase a target (rather than a matching move_type). A reasonably future-safe change was using dai_is_ferry_type() to determine if the unit in question was a ferry, rather than checking UMT_SEA: the underlying function still uses adv.sea_move and adv.land_move, but this change centralises that logic. In other cases, I defaulted to adv.sea_move and adv_land_move temporarily, as this data is more reliable for UMT_BOTH units than the assumptions usually carried by that move_type. While this does introduce more use of this data, the results using these values are more accurate than with move_type for scenarios with complex nativity. I hope to remove these entirely over time, but understanding that enough to do it properly doesn't fit in this patch. ___ File Attachments: --- Date: Thu 26 Jun 2014 07:48:22 PM JST Name: allow-amphibious-unit-for-kill_something_with.patch Size: 9kB By: persia http://gna.org/patch/download.php?file_id=21160 ___ Reply to this item at: http://gna.org/patch/?4855 ___ 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 #4856] Remove unused AI channel cache
URL: http://gna.org/patch/?4856 Summary: Remove unused AI channel cache Project: Freeciv Submitted by: persia Submitted on: Thu 26 Jun 2014 09:28:46 PM JST Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: persia Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: dai_is_channel() and associated data is no longer used by the AI: this should have been part of patch #4643, but I missed it. ___ File Attachments: --- Date: Thu 26 Jun 2014 09:28:46 PM JST Name: remove-unused-ai-channel-cache.patch Size: 5kB By: persia http://gna.org/patch/download.php?file_id=21161 ___ Reply to this item at: http://gna.org/patch/?4856 ___ 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 #4799] Unhardcode IgWall
Update of patch #4799 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4799 ___ 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 #4844] TECH_LOG to default AI
Update of patch #4844 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4844 ___ 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 #4857] Move tech_want data to default AI
URL: http://gna.org/patch/?4857 Summary: Move tech_want data to default AI Project: Freeciv Submitted by: cazfi Submitted on: Thu 26 Jun 2014 09:15:09 PM EEST Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: tech_want is not used by server common code. Move it from player.ai_common to default ai specific structure. ___ File Attachments: --- Date: Thu 26 Jun 2014 09:15:09 PM EEST Name: AiTechWant.patch.bz2 Size: 8kB By: cazfi http://gna.org/patch/download.php?file_id=21162 ___ Reply to this item at: http://gna.org/patch/?4857 ___ 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 #4843] Remove obsolete lcmessage.m4
Update of patch #4843 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4843 ___ 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 #4846] Alien documentation pointers to description
Update of patch #4846 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4846 ___ 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 #4858] Use terrain_class rather than move_type in AI
URL: http://gna.org/patch/?4858 Summary: Use terrain_class rather than move_type in AI Project: Freeciv Submitted by: persia Submitted on: Fri 27 Jun 2014 05:15:07 AM JST Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: persia Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: The AI currently uses move_type selectors when selecting attackers, bodyguards, hunters, and settlers. The attached patch replaces these selectors with ones based on the terrain_class, and confirms the unit can move on at least some terrain in that class (using the adv.land_move and adv.sea_move caches). This doesn't actually fix any of the core nativity issues, but it does mean that UMT_BOTH units that otherwise meet the selection criteria are more likely to be considered acceptable for the role, so in rulesets with limited nativity extensions (undersea tunnels, tanks that can drive over lakes, riverboats, cantilevered bridges, etc.), the AI will continue to be able to select suitable units for these roles. All of this code ought be replaced in the future with a real solution to the nativity problems inherent in these constructions, but this should improve things in the short term. ___ File Attachments: --- Date: Fri 27 Jun 2014 05:15:07 AM JST Name: use-terrain_class-rather-than-move_type-in-AI.patch Size: 12kB By: persia http://gna.org/patch/download.php?file_id=21163 ___ Reply to this item at: http://gna.org/patch/?4858 ___ 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 #4745] Configure check for libxml2
Update of patch #4745 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4745 ___ 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 #22230] pf_normal_map_move_cost crash
Update of bug #22230 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = pepeto Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22230 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4820] Use parameter-based hash table instead of unittype-based array for pf_reserve_map
Update of patch #4820 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4820 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4821] Do not consider harmless units in assess_danger()
Update of patch #4821 (project freeciv): Status: In Progress = None Assigned to: pepeto = None ___ Reply to this item at: http://gna.org/patch/?4821 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4858] Use terrain_class rather than move_type in AI
Follow-up Comment #1, patch #4858 (project freeciv): In autogame testing with the Classic ruleset, this seems to cause the AI to use a much wider variety of units. Especially noteworthy is the use of Helicopters and Stealth Fighters in the late game, units which previously the AI mostly ignored (but which can be very good for certain types of roles). ___ Reply to this item at: http://gna.org/patch/?4858 ___ 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 #1342] Unit type negated requirements
Update of patch #1342 (project freeciv): Status:None = Wont Do Open/Closed:Open = Closed ___ Follow-up Comment #1: Trunk doesn't really support nreqs anymore (see patch #4679). This should be done as part of patch #1339. ___ Reply to this item at: http://gna.org/patch/?1342 ___ 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 #22235] Add rule_name for ruthenian.ruleset (now Kievan Rus')
Update of bug #22235 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22235 ___ 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 #22238] civ2civ3: buildings with old obsolete_by syntax
Update of bug #22238 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22238 ___ 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] [task #7808] Backport nations from trunk to S2_5
Update of task #7808 (project freeciv): Should be Finished on: Sat 07 Jun 2014 00:00:00 BST = Mon 30 Jun 2014 00:00:00 BST Status:None = Ready For Test Percent Complete: 0% = 80% ___ Follow-up Comment #3: Attached is the patch series I plan to apply to S2_5 after 36h has elapsed. (I hope people don't mind me providing it in this form rather than uploading patches to the individual tickets.) It's the same as trunk except for tweaks necessary to do with commits happening in a different order, style=city_style, and merging later changes to a nation with the original patch adding it. It doesn't contain binary files (flag images); these are the same as trunk. (file #21165) ___ Additional Item Attachment: File name: S2_5-nations-pullup.mbox.bz2 Size:57 KB ___ Reply to this item at: http://gna.org/task/?7808 ___ 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 #22191] civ2civ3: granary reduces the waste of food by distance
Update of bug #22191 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22191 ___ 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 #3318] Lycian nation
Update of patch #3318 (project freeciv): Planned Release: = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/patch/?3318 ___ 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 #3317] Italian Greek nation
Update of patch #3317 (project freeciv): Planned Release: = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/patch/?3317 ___ 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 #3298] Carantanian nation
Update of patch #3298 (project freeciv): Planned Release: = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/patch/?3298 ___ 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 #3315] Dacian nation
Update of patch #3315 (project freeciv): Planned Release: = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/patch/?3315 ___ 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 #20081] Redundant cities in han.ruleset
Update of bug #20081 (project freeciv): Planned Release: = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?20081 ___ 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 #4291] Khoisan nation
Update of patch #4291 (project freeciv): Planned Release: = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/patch/?4291 ___ 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 #3279] Rusyn nation
Update of patch #3279 (project freeciv): Planned Release: = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/patch/?3279 ___ 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 #21087] Non-ASCII character in rusyn.ruleset
Update of bug #21087 (project freeciv): Planned Release: 2.6.0 = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?21087 ___ 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 #22235] Add rule_name for ruthenian.ruleset (now Kievan Rus')
Update of bug #22235 (project freeciv): Planned Release: 2.6.0 = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?22235 ___ 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 #4292] Formosan nation
Update of patch #4292 (project freeciv): Planned Release: = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/patch/?4292 ___ 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 #4835] Sdl2-client Coding Style corrections
Update of patch #4835 (project freeciv): Status: Ready For Test = In Progress ___ Follow-up Comment #2: One set committed, leaving ticket open as there's probably more to come. ___ Reply to this item at: http://gna.org/patch/?4835 ___ 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 #4851] Worker task protocol
Update of patch #4851 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4851 ___ 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 #22236] Flag swapping for Barbarians Pirates ?
Update of bug #22236 (project freeciv): Status:None = Ready For Test Assigned to:None = cazfi Planned Release: = 2.5.0, 2.6.0 ___ Follow-up Comment #1: Not using Jolly Roger for Pirates has long bothered me, but simply swapping the flags has not occurred to me. Sounds like a good idea. As this is only renaming the .png files around (which does not always go smoothly with svn, but doing it as multiple separate commits should work), there's no patch files, but consider 36h review period started. ___ Reply to this item at: http://gna.org/bugs/?22236 ___ 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 #22228] scenario earth-160x90-v2 wrong topology
Update of bug #8 (project freeciv): Status:None = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?8 ___ 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 #22228] scenario earth-160x90-v2 wrong topology
Follow-up Comment #4, bug #8 (project freeciv): I don't think it should have ISO in gamestart setting value either. Attached version of the patch makes it too just WRAPX. Note that the problem wasn't actually in conversion between freeciv version formats (no bug there) but in the fact that the scenario was not defining topology at all - using what ever is the default. Freeciv default used to be non-iso, now it's iso. (file #21166) ___ Additional Item Attachment: File name: EarthNoniso.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?8 ___ 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 #4822] Use requirements_vector for effects
Update of patch #4822 (project freeciv): Status:None = Ready For Test Planned Release: 2.6 = 2.6.0 ___ Follow-up Comment #1: And now all the dependencies have landed (and it has been updated over patch #4799). Autogame testing shows no differences with this over r25280 vs. r25280 alone, so it should be safe to apply. (file #21167) ___ Additional Item Attachment: File name: use-requirements-vector-for-effects.patch Size:25 KB ___ Reply to this item at: http://gna.org/patch/?4822 ___ 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 #22228] scenario earth-160x90-v2 wrong topology
Follow-up Comment #5, bug #8 (project freeciv): S2_4 is ok - savegame.c (loading pre-2.3 savegame) defaults to ORIGINAL_TOPO instead of DEFAULT_TOPO. ___ Reply to this item at: http://gna.org/bugs/?8 ___ 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 #4821] Do not consider harmless units in assess_danger()
Update of patch #4821 (project freeciv): Status:None = Ready For Test Assigned to:None = persia ___ Follow-up Comment #3: I was looking forward to this, so I'll rebase and continue. Feel free to take it back if you want it. Unfortunately, the logic isn't currently amenable to merging with that in is_square_threatened(), as in the case of assess_danger, we're also concerned about being able to take over cities, and in is_square_threatened, we don't care, causing the booleans to hard to reconcile. This is a useful optimisation even without flag consolidation and cleanup, and there's enough other places that we examine threats that it makes sense to have a separate patch to consolidate that in the future. The attached patch is mostly pepeto's: I've rebased it over my work from patch #4831 and added the UTYF_DIPLOMAT check. (file #21168) ___ Additional Item Attachment: File name: pepeto-assess-danger.patch Size:2 KB ___ Reply to this item at: http://gna.org/patch/?4821 ___ 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 #4859] Alien ruleset unit move rates
URL: http://gna.org/patch/?4859 Summary: Alien ruleset unit move rates Project: Freeciv Submitted by: cazfi Submitted on: Fri 27 Jun 2014 03:55:35 AM EEST 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: Some units in alien ruleset are just too slow. Especially Ship Destroyer speed is causing player to be able to explore only tiny fraction of the world (and meet other player's to make things more interesting) until mid-game (then amphibious units at least go directly to where they want instead of taking long routes along the coasts. Attached patch increases unit move rates, so that Ship: 3 Destroyer: 4 (this means that it's the faster than any later amphibious unit) Light Saucer: 3 Bomb Saucer: 2 ___ File Attachments: --- Date: Fri 27 Jun 2014 03:55:35 AM EEST Name: AlienMoveRates.patch Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=21169 ___ Reply to this item at: http://gna.org/patch/?4859 ___ 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 #22240] Help still claims infitite movement for No_Bonus road type
URL: http://gna.org/bugs/?22240 Summary: Help still claims infitite movement for No_Bonus road type Project: Freeciv Submitted by: cazfi Submitted on: Fri 27 Jun 2014 04:42:02 AM EEST Category: client 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 ___ Details: Alien ruleset road type Tunnel does not provide any movement speed bonuses, but has move_cost set to 0. It's help shows: Allows infinite movement. ___ Reply to this item at: http://gna.org/bugs/?22240 ___ 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 #4860] Alien: Make Tunnels available from Smart Aliens already
URL: http://gna.org/patch/?4860 Summary: Alien: Make Tunnels available from Smart Aliens already Project: Freeciv Submitted by: cazfi Submitted on: Fri 27 Jun 2014 04:49:43 AM EEST 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: The big problem is that simple-to-manage Ocean cities are getting to big role while land cities are still struggling to get even connected. Attached patch improves things a bit for land cities by making Tunnel available earlier. ___ File Attachments: --- Date: Fri 27 Jun 2014 04:49:43 AM EEST Name: EarlyTunnel.patch Size: 2kB By: cazfi http://gna.org/patch/download.php?file_id=21170 ___ Reply to this item at: http://gna.org/patch/?4860 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev