[Freeciv-Dev] [bug #22415] gettext spew appears in version string with unmodified checkout and --enable-svnrev/gitrev

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Jacob Nevins
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)

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread pepeto
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread David Fernandez
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Emmet Hikory
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

2014-08-03 Thread Jacob Nevins
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?

2014-08-03 Thread David Fernandez
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

2014-08-03 Thread David Fernandez
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread David Fernandez
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread David Fernandez
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

2014-08-03 Thread David Fernandez
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

2014-08-03 Thread Marko Lindqvist
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

2014-08-03 Thread Marko Lindqvist
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

2014-08-03 Thread Marko Lindqvist
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

2014-08-03 Thread Marko Lindqvist
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

2014-08-03 Thread Marko Lindqvist
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

2014-08-03 Thread Marko Lindqvist
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

2014-08-03 Thread David Fernandez
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

2014-08-03 Thread Marko Lindqvist
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

2014-08-03 Thread anonymous
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Jacob Nevins
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

2014-08-03 Thread Marko Lindqvist
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

2014-08-03 Thread Marko Lindqvist
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