[Freeciv-Dev] [bug #22415] gettext spew appears in version string with unmodified checkout and --enable-svnrev/gitrev
Update of bug #22415 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22415 ___ 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 #22421] civ2civ3 maglev: does not use hidden_by
Update of bug #22421 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22421 ___ 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 #22420] civ2civ3: remove DiplomatDefense flag from Airfield
Update of bug #22420 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22420 ___ 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 #22416] Help claims units can build farmland even if ruleset doesn't support it
Update of bug #22416 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22416 ___ 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 #22419] Airbase flag not documented as enabling Buoys
Update of bug #22419 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22419 ___ 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 #22333] Maglev help does not explain relationship to railroads (bonuses, Big Land)
Update of bug #22333 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22333 ___ 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 #5008] Refactor civ2civ3 desert river oasis bonus exclusion
Update of patch #5008 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?5008 ___ 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 #22365] civ2civ3: recently introduced errors in river help
Update of bug #22365 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22365 ___ 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 #5009] Move ruleset specifics out of terrain alterations help
Update of patch #5009 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?5009 ___ 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 #4931] pf_fuel_map_iterate(): adjustements
Follow-up Comment #10, patch #4931 (project freeciv): I think the only change that is notable for the user is that units with more than 1 turn of fuel really can wait at all refuel points. Sometimes, the calculation was not done due to a problem of synchronization between the normal and the waited priority queues. I think there is still a case (very rare) the calculation can be not optimal. But it would require a lot of change. I plan to improve this only for 3.0 (when working on generic fueled units). ___ Reply to this item at: http://gna.org/patch/?4931 ___ 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] [bug #22433] civ2civ3: industrialization tech still increases population pollution
URL: http://gna.org/bugs/?22433 Summary: civ2civ3: industrialization tech still increases population pollution Project: Freeciv Submitted by: jtn Submitted on: Sun 03 Aug 2014 12:32:52 BST Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: Need Info Assigned to: None Originator Email: Open/Closed: Open Release: 2.5.0-beta1 Discussion Lock: Any Operating System: Any Planned Release: 2.5.0, 2.6.0 ___ Details: The README says Pollution caused by population is increased by buildings instead of by techs: Industrialization-Factory [...] However, Industrialization still has the Population_Pollution_Inc flag (as well as Factory causing Pollu_Pop_Pct). Is this a mistake? ___ Reply to this item at: http://gna.org/bugs/?22433 ___ 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 #22417] civ2civ3 Transport can build mines in coastal cities, etc
Follow-up Comment #8, bug #22417 (project freeciv): Patch done the way persia suggested. It prevents sea unitclass from building irrigations and mines. Except for trunk, where sea units can build mines in deep ocean once Miniaturization is researched. Since transports can already clean pollution in the oceanic tiles, I see ok that they can clean pollution in the coastal city too. Since roads are automatically built in the cities, I did not forbid them for transports, but we can add this restriction if it improves the autogenerated help. (file #21647, file #21648) ___ Additional Item Attachment: File name: civ2civ3-sea_workers-trunk.patch Size:2 KB File name: civ2civ3-sea_workers-S2_5.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?22417 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22434] civ2civ3: Hoover Dam in city should make Solar Plant redundant
URL: http://gna.org/bugs/?22434 Summary: civ2civ3: Hoover Dam in city should make Solar Plant redundant Project: Freeciv Submitted by: jtn Submitted on: Sun 03 Aug 2014 13:19:49 BST Category: rulesets Severity: 2 - Minor Priority: 5 - Normal Status: In Progress Assigned to: jtn Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.5.0, 2.6.0 ___ Details: Currently, Hoover Dam effects on its city are suppressed by a Solar Plant in the same city. However, the Hoover Dam is strictly better: its local effects are the same magnitude as the Solar Plant, it also has empire-wide benefits, and it has no upkeep. The effects structure should reflect this; on S2_5 this will lead to a Solar Plant being treated as redundant (notwithstanding current discussion about how this works on trunk). In fact currently Hoover Dam is marked as redundant in the presence of a Solar Plant (erroneously, since it provides empire-wide benefits). However, it should have no functional effect on the actual bonuses. (I'm guessing the current effects structure comes from the classic ruleset, where Solar Plant's local effects are better than Hoover Dam.) ___ Reply to this item at: http://gna.org/bugs/?22434 ___ 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 #5014] Industrial Accident disaster
Follow-up Comment #1, patch #5014 (project freeciv): Could this also be added to experimental, if added to classic? ___ Reply to this item at: http://gna.org/patch/?5014 ___ 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 #5014] Industrial Accident disaster
Follow-up Comment #2, patch #5014 (project freeciv): Could do. Experimental doesn't currently have all the disasters that classic does, though. ___ Reply to this item at: http://gna.org/patch/?5014 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
Follow-up Comment #4, patch #5007 (project freeciv): In spanish it'd be something like obrero(laborer), capataz(foreman), perito(?) and titulado(chartered). But taking into account the scale, as you point, I'd prefer experimentado(experienced), cualificado(skilled), experto(expert), especialista(specialist), or something like that. About the chances of veterancy, I like the values of experimental rules for workers that are there from the begining of the game, but engineers do not appear until the middle of the game, and it is not easy to keep them working 150 turns before the end of the game, without being killed by modern enemy units. I find it easier to calculate the average number of turns needed to reach the next veterancy level. In the case of veteran_work_raise_chance = 3, 2, 1, 0, it would be 33, 50 and 100 turns (183 in total). I personally like it, but I see ok to use the values from experimental rules if people prefer them. ___ Reply to this item at: http://gna.org/patch/?5007 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22433] civ2civ3: industrialization tech still increases population pollution
Follow-up Comment #1, bug #22433 (project freeciv): If I remember, one Population_Pollution_Inc is needed in order to enable the pollution caused by population, but it would be cero at this point until the effect Pollu_Pop_Pct is raised by the buildings. I think it is not a bug, but there might be a simpler way to implement the same. ___ Reply to this item at: http://gna.org/bugs/?22433 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22434] civ2civ3: Hoover Dam in city should make Solar Plant redundant
Update of bug #22434 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-civ2civ3-plant-redundancy.patch Size:8 KB File name: S2_5-civ2civ3-plant-redundancy.patch Size:5 KB ___ Reply to this item at: http://gna.org/bugs/?22434 ___ 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 #5014] Industrial Accident disaster
Follow-up Comment #3, patch #5014 (project freeciv): I think it will fit civ2civ3. Please, if you add it to classic rules, add it to civ2civ3 too, with the same chance than the other disasters (currently 100/1). ___ Reply to this item at: http://gna.org/patch/?5014 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #5015] Replace tech flag Population_Pollution_Inc with new effect Pollu_Pop_Pct_2
URL: http://gna.org/patch/?5015 Summary: Replace tech flag Population_Pollution_Inc with new effect Pollu_Pop_Pct_2 Project: Freeciv Submitted by: jtn Submitted on: Sun 03 Aug 2014 14:33:34 BST 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: civ2civ3 wants population-based pollution to be triggered by buildings, not technologies. Unfortunately, at least one technology must have the Population_Pollution_Inc flag for Pollu_Pop_Pct to have an effect; that technology will get a spurious message Increases the pollution generated by the population in tech help; and there's a perverse incentive to lose this tech via tech upkeep, etc, once you've built your buildings, since doing will eliminate population-based pollution. We could generalise the tech flag as a new effect Pollu_Pop_Pct_2 multiplied by Pollu_Pop_Pct. Classic rulesets can apply this to technologies, while civ2civ3 can have one of these set to 100 unconditionally and apply the other to buildings. ___ Reply to this item at: http://gna.org/patch/?5015 ___ 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 #5016] Allow ruleset authors to suppress Increases the pollution generated by the population in tech help
URL: http://gna.org/patch/?5016 Summary: Allow ruleset authors to suppress Increases the pollution generated by the population in tech help Project: Freeciv Submitted by: jtn Submitted on: Sun 03 Aug 2014 14:35:48 BST Category: docs Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.4.3, 2.5.0 ___ Details: The problem noted in patch #5015 (which affects civ2civ3) can't be fixed on stable branches. However, we could as a bit of a bodge suppress the spurious help message in tech help if the world value of Pollu_Pop_Pct is -100 (for a net effect of 0); we could treat this as a signal that the ruleset author is doing something clever, and rely on them to document their own effects. ___ Reply to this item at: http://gna.org/patch/?5016 ___ 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 #22433] civ2civ3: industrialization tech still increases population pollution
Update of bug #22433 (project freeciv): Status: Need Info = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #2: If I remember, one Population_Pollution_Inc is needed in order to enable the pollution caused by population Ah, yes, you're right. but it would be cero at this point until the effect Pollu_Pop_Pct is raised by the buildings. Also true; unfortunately the autogenerated tech help doesn't know this. Also, it creates a perverse incentive to lose the Industrialization tech after building all your buildings. I don't think there's anything we can do to fix this in the ruleset. Raised patch #5015 for the long-term code fix, and patch #5016 for a bodge to help with the tech help on stable branches. The perverse incentive we could deal with by adding a requirement to know Industrialization for factories etc to work at all, or we could just live with it. ___ Reply to this item at: http://gna.org/bugs/?22433 ___ 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 #22433] civ2civ3: industrialization tech still increases population pollution
Follow-up Comment #3, bug #22433 (project freeciv): Also, it creates a perverse incentive to lose the Industrialization tech after building all your buildings. Good point. I recently created a patch for trunk (patch #4967) that uses the new feature to avoid holes in the tech tree. I think it will help to prevent this kind of exploits. ___ Reply to this item at: http://gna.org/bugs/?22433 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22434] civ2civ3: Hoover Dam in city should make Solar Plant redundant
Follow-up Comment #1, bug #22434 (project freeciv): You are right. Talking about Hoover Dam, this is a wonder that I'm not sure if it is worth the cost in civ2civ3. I balanced the rules as if it was important for the player to prevent the pollution and the global warning: solar plants, recycle center, mass transit, etc. But I'm starting to think that it is better to save your money, and to use engineers to clean the pollution and terraform the terrain instead, because those eco buildings do not defend from the global warming caused by enemy pollution. ___ Reply to this item at: http://gna.org/bugs/?22434 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #5005] Require gettext-0.14
Update of patch #5005 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?5005 ___ 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 #22413] --enable-gitrev and version as GITREV2
Update of bug #22413 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22413 ___ 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 #4747] Make client settings code to understand that 2.6 is followed by 3.0
Update of patch #4747 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4747 ___ 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 #20723] Enabling multiple luasql backends broken on S2_5 trunk
Update of bug #20723 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20723 ___ 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 #22330] civ2civ3 barbarian waste
Follow-up Comment #3, bug #22330 (project freeciv): I have tested one game with rev25650 and barbarians were able to produce without waste in their captured city when they had no palace. Did they really have no palace, as for a while there was a feature/bug that even barbarian nations got palace when they conquered their first city. Anyway, patch seems ok, even if your testgame wasn't with the (current) rule that barbarians get no palace. ___ Reply to this item at: http://gna.org/bugs/?22330 ___ 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 #4830] Multipliers to effects
Update of patch #4830 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4830 ___ 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 #22330] civ2civ3 barbarian waste
Follow-up Comment #4, bug #22330 (project freeciv): As you say, there was a palace in one of the barbarian cities. I used the edit mode to remove the palace and to verify there were no differences with and without palace. I also gave them the techs that cause changes to the corruption/waste in this ruleset: trade and corporation, and there was no problems. But I did not verify the code to check if negative values of Output_Waste_By_Distance are handle properly. ___ Reply to this item at: http://gna.org/bugs/?22330 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22436] city_gold_worth() far too low
URL: http://gna.org/bugs/?22436 Summary: city_gold_worth() far too low Project: Freeciv Submitted by: cazfi Submitted on: Mon 04 Aug 2014 12:45:17 AM EEST Category: ai Severity: 3 - Normal Priority: 5 - Normal Status: Ready For Test Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.5.0-beta2, 2.6.0 ___ Details: Fix to logical errors part attached. When AI is trading cities, it might need also higher multiplier for the value, but that doesn't belong to this ticket. Error - Fix - Obsolete units are considered only half the value of the shields one gets when disbanding them / obsolete units are considered worth the value of the disbanding - Useful units are not considered worth more than value of immediate disbanding / useful units are considered worth their production value - Obsolete buildings are considered only half the value of the gold one gets when selling it / obsolete buildings are considered worth their selling value - Useful buildings are not considered worth more than value of the immediate sell / useful buildings are considered worth their buy cost - Wonders are not considered worth more than regular buildings / wonders are considered worth their buy cost, which is twice that of regular buildings As AI is anyway multiplying the value returned from this function, fix is not obviously improving S2_4 so leaving behavior change out from branch that stable. ___ File Attachments: --- Date: Mon 04 Aug 2014 12:45:17 AM EEST Name: CityGoldWorth.patch Size: 1kB By: cazfi http://gna.org/bugs/download.php?file_id=21651 --- Date: Mon 04 Aug 2014 12:45:17 AM EEST Name: CityGoldWorth-S2_5.patch Size: 1kB By: cazfi http://gna.org/bugs/download.php?file_id=21652 ___ Reply to this item at: http://gna.org/bugs/?22436 ___ 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 #22437] In-game error messages
URL: http://gna.org/bugs/?22437 Summary: In-game error messages Project: Freeciv Submitted by: None Submitted on: So 03 Aug 2014 23:18:06 UTC Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: mat...@sharklasers.com Open/Closed: Open Release: Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: Hi there, see: http://i.imgur.com/UdS46Wb.jpg Windows 7 x64 Freeciv version 2.5.0-beta1 (beta version), gui-gtk-2.0 client. ___ Reply to this item at: http://gna.org/bugs/?22437 ___ Nachricht gesendet von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22437] assertion 'tech == (200-2) || (tech = 0 tech game.control.num_tech_types)' failed
Update of bug #22437 (project freeciv): Release: = 2.5.0-beta1 Planned Release: = 2.5.0, 2.6.0 Summary: In-game error messages = assertion 'tech == (200-2) || (tech = 0 tech game.control.num_tech_types)' failed ___ Follow-up Comment #1: Screenshot shows repeated in player_invention_state() [../../../../common/tech.c::120]: assertion 'tech == (200-2) || (tech = 0 tech game.control.num_tech_types)' failed. ___ Reply to this item at: http://gna.org/bugs/?22437 ___ 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 #22438] civ2civ3: Triremes in coastal river cities miss out on Lighthouse move bonus
URL: http://gna.org/bugs/?22438 Summary: civ2civ3: Triremes in coastal river cities miss out on Lighthouse move bonus Project: Freeciv Submitted by: jtn Submitted on: Mon 04 Aug 2014 01:27:26 BST Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: S2_5 r25792 Discussion Lock: Any Operating System: None Planned Release: 2.5.0, 2.6.0 ___ Details: In S2_5 at least, civ2civ3's Lighthouse has a special case to not grant a move bonus to triremes that are currently on rivers. However, this also catches triremes stationed in coastal cities that happen to be on river tiles, which seems unfortunate. Savegame and lightly tested S2_5 patch attached. Haven't checked out trunk yet. ___ File Attachments: --- Date: Mon 04 Aug 2014 01:27:26 BST Name: S2_5-civ2civ3-trireme-lighthouse.patch Size: 1012B By: jtn http://gna.org/bugs/download.php?file_id=21653 --- Date: Mon 04 Aug 2014 01:27:26 BST Name: trireme-lighthouse.sav.bz2 Size: 20kB By: jtn http://gna.org/bugs/download.php?file_id=21654 ___ Reply to this item at: http://gna.org/bugs/?22438 ___ 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 #4742] Handle pickable nations changes in sdl-clients
Update of patch #4742 (project freeciv): Status:Done = In Progress Open/Closed: Closed = Open ___ Follow-up Comment #3: Unfortunately this operation of full refresh when ever single pickable nation changes is too heavy when a lot of changes take place at once - when nationset changes. This needs to be reverted so it becomes possible to add proper nationset support for sdl-clients. Bad news is that even when nationset support is added, other kind of updates to pickable nations (someone else taking a nation) will not be handled. ___ Reply to this item at: http://gna.org/patch/?4742 ___ 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 #4742] Handle pickable nations changes in sdl-clients
Update of patch #4742 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #4: - Patches (file #21655, file #21656) ___ Additional Item Attachment: File name: Revert4742.patch Size:1 KB File name: Revert4742-S2_5.patch Size:0 KB ___ Reply to this item at: http://gna.org/patch/?4742 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev