[Freeciv-Dev] [patch #5363] Client: Receive background updates to action selection dialogs.

2014-10-14 Thread Sveinung Kvilhaugsvik
Update of patch #5363 (project freeciv):

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


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[Freeciv-Dev] [patch #5366] Gtk clients: support background updates to the action selection dialog.

2014-10-14 Thread Sveinung Kvilhaugsvik
Update of patch #5366 (project freeciv):

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


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[Freeciv-Dev] [bug #22787] Changing the theme does not work

2014-10-14 Thread Marko Lindqvist
Follow-up Comment #10, bug #22787 (project freeciv):

You still fail to read what I say.

Outside the pecularities of the Windows packaging ...

When you say that this is not true, you are claiming that 1) You are not using
Windows  2) You still have /etc/gtk-3.0/settings.ini as part of freeciv, not
gtk.

The thing about Freeciv Windows Installer packaging is that in addition to
freeciv itself, it contains entire system of third party libraries and stuff
that freeciv depends on. That's like a miniature filesystem hierarchy from
linux contained in one Windows folder.

Crosser based installation would give you better picture of what is freeciv,
and what are the third party components. Crosser installation, that can be
used with multiple installations of freeciv, contains the third party system
parts, freeciv builds are just freeciv. gtk is part of crosser, and so is
/etc/gtk-3.0/settings.ini in the upcoming release. Previous one didn't have
one. (Hint about it being gtk3 configuration and not freeciv one: It's not
/etc/freeciv/settings.ini but /etc/gtk-3.0/settings.ini)

 The file settings.ini in the freeciv folder is not system-wide.

All the programs using gtk you have in that directory hierarchy, use that
settings.ini, not just freeciv. It's not system-wide on your Windows, but it
represents entire system on its own, and in any other OS equivalent hierarchy
is the root-hierarchy (there's no dozens of copies of gtk installed for each
gnome program to use its own)

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[Freeciv-Dev] [patch #5373] Add a way to format a requirement for printing.

2014-10-14 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?5373

 Summary: Add a way to format a requirement for printing.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 14 Oct 2014 04:42:35 PM UTC
Category: None
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Add the new function req_to_fstring(). It takes the requirement and returns a
printable string.



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File Attachments:


---
Date: Tue 14 Oct 2014 04:42:35 PM UTC  Name:
0004-Add-a-way-to-format-a-requirement-for-printing.patch  Size: 2kB   By:
sveinung

http://gna.org/patch/download.php?file_id=22635

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[Freeciv-Dev] [patch #5334] Land Ahoy achievement to experimental ruleset

2014-10-14 Thread Marko Lindqvist
Update of patch #5334 (project freeciv):

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


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[Freeciv-Dev] [bug #22803] Plague should reduce foodbox like starvation does

2014-10-14 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22803

 Summary: Plague should reduce foodbox like starvation does
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue 14 Oct 2014 22:32:28 BST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

Something that's been annoying me for a while:

In rulesets with illness, when a city loses population due to plague, quite
often it will grow back the same turn, as there is no loss of foodbox and the
reduced city size likely has reduced growth requirements.

Quite often I see a pair of messages in a single turn (for a city that started
at size 4):

Menheniot has been struck by a plague! Population lost!
Menheniot grows to size 4.

That is, the plague has had little net effect, beyond possible loss of a few
food points.

To avoid this, I think plague should more or less empty the food box, the same
way starvation does: drops to 0 without a granary or similar building, or some
food is saved if such a building is present.

My only doubt is in which version to introduce this rule and whether it needs
to be optional.

I think it's too disruptive for a stable branch, but I'm inclined to do it
unconditionally in 2.5, unless someone objects.




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[Freeciv-Dev] [patch #5374] rulesets: Document script.lua by adding comments.

2014-10-14 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?5374

 Summary: rulesets: Document script.lua by adding comments.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 14 Oct 2014 09:33:42 PM UTC
Category: rulesets
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 2.5.0

___

Details:





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File Attachments:


---
Date: Tue 14 Oct 2014 09:33:42 PM UTC  Name:
0001-rulesets-Document-script.lua-by-adding-comments.patch  Size: 6kB   By:
sveinung

http://gna.org/patch/download.php?file_id=22636

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Re: [Freeciv-Dev] 2.6 Status

2014-10-14 Thread Sveinung Kvilhaugsvik
On 10/3/14, Marko Lindqvist cazf...@gmail.com wrote:
 On 20 August 2014 15:28, Sveinung Kvilhaugsvik
 sveinun...@users.sourceforge.net wrote:
 Generalized action enablers
 Current status: All spy actions are controlled by generalized action
 enablers. Most requirements to enable the spy actions live in the
 ruleset. Some rough edges remain.

  The question I have about action enablers is that should we limit
 their scope in 2.6 to diplomat  caravan actions, or are we going to
 throw in other kind of actions too? Diplomat+Caravan would at least be
 clear cutting point so we don't end to adding just one more action
 type when S2_6 should be stabilizing.

Good question. Another alternative is to limit 2.6 to unit vs city
(not cities) and unit vs unit (not units).

 The question arises as I have
 some action enablers in my TODO (to either do myself, or to at least
 raise a ticket) and I'm not sure if I should postpone to after S2_6
 branching.

I'm glad to hear this.

 Generalized actions
 Not started. Will probably wait until after 2.6. May in stead add some
 new hard coded actions that ruleset authors can play with.

  This is not an dependency (even soft one) for any other features
 going to 2.6?

Correct. If an action needs configuration it can be done as regular options.

 This sounds like something that takes us forever to get
 AI to handle - better to leave to beginning of 3.0 cycle than to make
 2.6 wait it to get ready and stable.

Agreed.

-- 
Sincerely,
Sveinung

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[Freeciv-Dev] [bug #22804] civ2civ3: Sewer System doesn't need Aqueduct, but help says it does

2014-10-14 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22804

 Summary: civ2civ3: Sewer System doesn't need Aqueduct, but
help says it does
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue 14 Oct 2014 23:58:14 BST
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
  Status: Need Info
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

On S2_5 and trunk, the help for the civ2civ3 Sewer System says
Pre-requirement is an Aqueduct for a city to grow larger than size 8.

However, unlike the classic ruleset, the Sewer System's effects don't depend
on the ongoing presence of an Aqueduct. While you must have an Aqueduct when
the Sewer System is built (to meet the size 9 requirement), I think that after
that you can sell your Aqueduct (potentially saving you gold per turn) and yet
your city can still grow. You lose the health benefit of the Aqueduct but keep
that of the Sewer System.

Is this behaviour intentional?




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[Freeciv-Dev] [bug #22804] civ2civ3: Sewer System doesn't need Aqueduct, but help implies it does

2014-10-14 Thread Jacob Nevins
Update of bug #22804 (project freeciv):

 Summary: civ2civ3: Sewer System doesn't need Aqueduct, but
help says it does = civ2civ3: Sewer System doesn't need Aqueduct, but help
implies it does


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[Freeciv-Dev] [patch #5263] Client API: Forward the reply to background question about enabled actions.

2014-10-14 Thread Sveinung Kvilhaugsvik
Update of patch #5263 (project freeciv):

  Status: In Progress = Wont Do
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #5266] SDL clients: Improve accuracy of enabling the action vs own tile button.

2014-10-14 Thread Sveinung Kvilhaugsvik
Update of patch #5266 (project freeciv):

  Status: In Progress = Wont Do
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #5265] Qt client: Improve accuracy of enabling the action vs own tile menu item.

2014-10-14 Thread Sveinung Kvilhaugsvik
Update of patch #5265 (project freeciv):

  Status: In Progress = Wont Do
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #5264] Gtk clients: Improve accuracy of enabling the action vs own tile menu item.

2014-10-14 Thread Sveinung Kvilhaugsvik
Update of patch #5264 (project freeciv):

  Status: In Progress = Wont Do
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22807] civ2civ3: Temple of Zeus / King Richard's Crusade half effect under Democracy

2014-10-14 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22807

 Summary: civ2civ3: Temple of Zeus / King Richard's Crusade
half effect under Democracy
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed 15 Oct 2014 01:08:00 BST
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

The help for each of these wonders says It neutralises the unhappiness caused
by one military unit per city.

However, there's no effect to counteract the double Unhappy_Factor under
Democracy, so I think it has half the described effect under those
governments. King Richard at least becomes obsolete late enough that this
might matter.

What is the intention?




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[Freeciv-Dev] [bug #22805] civ2civ3: should more Apollo Program effects survive its destruction?

2014-10-14 Thread Jacob Nevins
Update of bug #22805 (project freeciv):

  Status:None = Need Info  


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[Freeciv-Dev] [bug #22807] civ2civ3: Temple of Zeus / King Richard's Crusade half effect under Democracy

2014-10-14 Thread Jacob Nevins
Update of bug #22807 (project freeciv):

  Status:None = Need Info  


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[Freeciv-Dev] [bug #22808] 2.6.amplio2.icons.spec

2014-10-14 Thread Frank
URL:
  http://gna.org/bugs/?22808

 Summary: 2.6.amplio2.icons.spec
 Project: Freeciv
Submitted by: dunnoob
Submitted on: Wed 15 Oct 2014 04:54:17 UTC
Category: art
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

trunk/data/amplio2.tilespec uses misc/icons.spec (as in 2.5)
trunk/data/amplio2/icons.spec is not used
trunk/data/amplio2/icons.spec needs amplio2/cityicon
trunk/data/amplio2/cityicon.png does not exist
trunk/data/misc/cityicon.png exists (as in 2.5)





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[Freeciv-Dev] [bug #22809] 2.6.amplio2.tilespec

2014-10-14 Thread Frank
URL:
  http://gna.org/bugs/?22809

 Summary: 2.6.amplio2.tilespec
 Project: Freeciv
Submitted by: dunnoob
Submitted on: Wed 15 Oct 2014 04:56:31 UTC
Category: art
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

AWOL under [extras]: road.maglev, RoadAllSeparate





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[Freeciv-Dev] [bug #22809] 2.6.amplio2.tilespec

2014-10-14 Thread Marko Lindqvist
Update of bug #22809 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.5.0-beta2, 2.6.0 

___

Follow-up Comment #1:

Fix

(file #22637, file #22638)
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Additional Item Attachment:

File name: MaglevStyle.patch  Size:0 KB
File name: MaglevStyle-S2_5.patch Size:0 KB


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[Freeciv-Dev] [bug #22810] Threaded AI hangs

2014-10-14 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?22810

 Summary: Threaded AI hangs
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 15 Oct 2014 08:50:26 AM EEST
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

In current TRUNK threaded AI games are not working at all, often even /start
does nothing. Server main thread remains responsive (command prompt works)




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