[Freeciv-Dev] [bug #23039] … can't build Settlers yet.
Update of bug #23039 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?23039 ___ 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 #5585] Show trade in middle click info based on ability to establish trade route.
Update of patch #5585 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?5585 ___ 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 #23093] Segmentation fault in generate_players loading earth-160x90-v2.sav
Update of bug #23093 (project freeciv): Category: freeciv-web = general Status:None = Ready For Test Planned Release: = 2.4.5, 2.5.0, 2.6.0 ___ Follow-up Comment #3: This patch should solve the issue. Unfortunately, I won't be back to commit for a while. Anyone can take care of this item. (file #23261, file #23262, file #23263) ___ Additional Item Attachment: File name: trunk_generate_players.patch Size:3 KB File name: S2_5_generate_players.patchSize:3 KB File name: S2_4_generate_players.patchSize:3 KB ___ Reply to this item at: http://gna.org/bugs/?23093 ___ 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 #5587] Labels for earth scenarios
Follow-up Comment #6, patch #5587 (project freeciv): It sound good, I'll test that script for my modpack, thank you. If it affects performance, I guess it is better not to include in the official scenarios. I think it was commercial Civ III that had scenarios in which the goal was to occupy certain tiles - every turn a unit sat there it increased the score [more units, more points]. Just an idea. I remember those scenarios, it was used, for example, to generate treasury units in recent discovered america, that you had to move back to europe to transform into money. It was fun. Right now, I'm testing to give extra culture and luxuries to a city placed near the labeled tile (by using a special resource). ___ Reply to this item at: http://gna.org/patch/?5587 ___ 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 #5586] Qt client: Fix test before understanding b as Help build Wonder.
Update of patch #5586 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?5586 ___ 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 #23100] Qt client don't allow help build wonder from menu
URL: http://gna.org/bugs/?23100 Summary: Qt client don't allow help build wonder from menu Project: Freeciv Submitted by: sveinung Submitted on: Mon 22 Dec 2014 05:49:57 PM UTC Category: client-qt Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: TRUNK, 2.5.0-beta2 Discussion Lock: Any Operating System: None Planned Release: ___ Details: When a unit that can help build a wonder already is in a city that builds a wonder there is no Help build Wonder menu item. There is half done support for it. Parts of it assumes that it shares a menu item with build city, other don't. Not sure what is wanted. Attached is the hack I used to test patch #5586. Setting severity low since the action selection dialog works. It pops up when a unit that can help a city build a wonder moves into it. This bug is therefore fairly invisible. ___ File Attachments: --- Date: Mon 22 Dec 2014 05:49:57 PM UTC Name: QtBuildWonder.patch Size: 689B By: sveinung http://gna.org/bugs/download.php?file_id=23264 ___ Reply to this item at: http://gna.org/bugs/?23100 ___ 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 #23100] Qt client don't allow help build wonder from menu
Follow-up Comment #1, bug #23100 (project freeciv): This bug is therefore fairly invisible. Dealbreaker in my use. In long turn style games my client is often disconnected at the time turn changes and caravans goto to their destination city - I don't get the popup. ___ Reply to this item at: http://gna.org/bugs/?23100 ___ 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 #23100] Qt client don't allow help build wonder from menu
Update of bug #23100 (project freeciv): Severity: 2 - Minor = 3 - Normal ___ Follow-up Comment #2: _Dealbreaker in my use._ OK. Setting to Normal. (Or should it be higher?) _Attached is the hack_ Still a hack but now it won't introduce a bug. (file #23265) ___ Additional Item Attachment: File name: QtBuildWonder.patchSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?23100 ___ 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 #5592] civ2civ3: adjust Federation and Fundamentalism govs
URL: http://gna.org/patch/?5592 Summary: civ2civ3: adjust Federation and Fundamentalism govs Project: Freeciv Submitted by: bardo Submitted on: Mon 22 Dec 2014 08:24:34 PM UTC Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: This patch gives a little boost to these governments. - Fundamentalism (and Anarchy): -50% to Output_Bonus, instead of Output_Bonus_2. The old penalty halved the entire science production, and this government was only usefull at the end of the tech tree (with tech upkeep, not even then). With this adjustment, I think it is a good government to maximize the production of gold/money, even in the middle of the game. - Federation: +1 luxury per city (placed in the city tile, like other wonders do). It is a minor boost, but it maxes a bit easier to celebrate than other governments. This way, it could be a good alternative to Democracy in some cases, even at small maps. In the future, I'd like to allow the construction of a 2nd palace, as a small wonder, and it will reduce the main advantage of Federation, that is, the lack of corruption by distance to palace. This bonus to luxury could be increased to compensate this, too. ___ File Attachments: --- Date: Mon 22 Dec 2014 08:24:34 PM UTC Name: civ2civ3-governments-Trunk.patch Size: 4kB By: bardo http://gna.org/patch/download.php?file_id=23266 ___ Reply to this item at: http://gna.org/patch/?5592 ___ 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 #5592] civ2civ3: adjust Federation and Fundamentalism govs
Follow-up Comment #1, patch #5592 (project freeciv): I plan to create another patch to add a help text for each government, as you did for experimental rules. Until then, let me summarize here my objective while designing the governments. Mainly, to give something unique to each one: - Tribal/Despotism: only ones where units out of cities do not cause unhappiness. - Monarchy: lowest unit upkeep. - Fundamentalism: best to maximize gold (tithes). - Republic/Democracy: best to maximize science. - Federation/Communism: no corruption/waste by distance to palace. Communism better to maximize shield production. Federation now better to maximize happiness (easier to celebrate). ___ Reply to this item at: http://gna.org/patch/?5592 ___ 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 #22082] Lua disaster signal can't suppress message We survived the disaster without serious damages.
Update of bug #22082 (project freeciv): Category:None = general ___ Follow-up Comment #4: Trunk version: boolean passed to lua script, default.lua outputting the message when appropriate. The idea is that ruleset-specific script.lua should prevent default.lua script from running when it has implemented some special disaster effect. (file #23267) ___ Additional Item Attachment: File name: LuaHarmlessDisaster.patch Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?22082 ___ 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 #23101] default.lua script.lua read in wrong order
URL: http://gna.org/bugs/?23101 Summary: default.lua script.lua read in wrong order Project: Freeciv Submitted by: cazfi Submitted on: Tue 23 Dec 2014 12:01:22 AM EET Category: general Severity: 3 - Normal Priority: 5 - Normal Status: In Progress Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: default.lua and script.lua are read in in wrong order. This means that ruleset-specific script.lua cannot prevent generic default.lua signal handlers from firing. ___ Reply to this item at: http://gna.org/bugs/?23101 ___ 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 #23101] default.lua script.lua read in wrong order
Update of bug #23101 (project freeciv): Status: In Progress = Ready For Test Planned Release: = 2.5.0, 2.6.0 ___ Follow-up Comment #1: Fix (file #23268, file #23269) ___ Additional Item Attachment: File name: ScriptDefaultLua.patch Size:0 KB File name: ScriptDefaultLua-S2_5.patchSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?23101 ___ 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 = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ 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] [bug #23096] Threaded AI never improving worked tiles
Update of bug #23096 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?23096 ___ 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 #5561] Multiply worker task want to 100
Update of patch #5561 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #1: - Updated against svn - Instead of using hardcoded '100' everywhere, make it macro called TWMP (Task Want Multiplier) (file #23270) ___ Additional Item Attachment: File name: WorkerTask100-2.patch Size:3 KB ___ Reply to this item at: http://gna.org/patch/?5561 ___ 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 #4582] Story telling: Move the action UI names to the rule set
Follow-up Comment #2, patch #4582 (project freeciv): WIP patch. Conservative implementation. (Hopefully conservative enough to go into 2.6) In stead of introducing syntax that gives the impression that actions now are generalized each action ui name variable has a name of its own. (file #23271) ___ Additional Item Attachment: File name: RulesetActionNames.patch Size:26 KB ___ Reply to this item at: http://gna.org/patch/?4582 ___ 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 #5592] civ2civ3: adjust Federation and Fundamentalism govs
Update of patch #5592 (project freeciv): Status:None = Ready For Test Assigned to:None = sveinung ___ Reply to this item at: http://gna.org/patch/?5592 ___ 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 #5593] Use create_frame() as much as possible
URL: http://gna.org/patch/?5593 Summary: Use create_frame() as much as possible Project: Freeciv Submitted by: cazfi Submitted on: Tue 23 Dec 2014 01:28:30 AM EET Category: client-sdl2 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: Replace all outcommented putframe() calls with surface as the drawing target with real create_frame() calls. ___ File Attachments: --- Date: Tue 23 Dec 2014 01:28:30 AM EET Name: FrameUsage.patch.bz2 Size: 4kB By: cazfi http://gna.org/patch/download.php?file_id=23272 ___ Reply to this item at: http://gna.org/patch/?5593 ___ 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 #5594] Windows Post-crash debugger support for ruledit
URL: http://gna.org/patch/?5594 Summary: Windows Post-crash debugger support for ruledit Project: Freeciv Submitted by: cazfi Submitted on: Tue 23 Dec 2014 01:36:52 AM EET Category: freeciv-ruledit 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: ___ File Attachments: --- Date: Tue 23 Dec 2014 01:36:52 AM EET Name: PostCrashRuledit.patch Size: 654B By: cazfi http://gna.org/patch/download.php?file_id=23273 ___ Reply to this item at: http://gna.org/patch/?5594 ___ 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 #5595] Update freetype2.m4 to version from freetype-2.5.4 (serial 4)
URL: http://gna.org/patch/?5595 Summary: Update freetype2.m4 to version from freetype-2.5.4 (serial 4) Project: Freeciv Submitted by: cazfi Submitted on: Tue 23 Dec 2014 01:44:59 AM EET Category: bootstrap 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: ___ File Attachments: --- Date: Tue 23 Dec 2014 01:44:59 AM EET Name: FreetypeM4Serial4.patch Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=23274 ___ Reply to this item at: http://gna.org/patch/?5595 ___ 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 #5596] civ2civ3: simplify ocean/land terrain transformations
URL: http://gna.org/patch/?5596 Summary: civ2civ3: simplify ocean/land terrain transformations Project: Freeciv Submitted by: bardo Submitted on: Tue 23 Dec 2014 12:13:44 AM UTC Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: This patch adjusts some transformations (those available with Fusion Power), in order to make it easier to fight against the global warming/cooling. Mainly to allow direct transformation from glacier to lake/ocean, so it is easier to unblock the ports after a nuclear winter. Same about transformations from Grass/Plains to Lake/Ocean, and Lake/Ocean to Grass. Also, a minor adjustment to warming/cooling effects introduced in patch #5475, so the lakes do not dissapear completely. (Note that I know that it is not good to change continually the terrain alterations available for the players. I'll try not to change them again in the future). ___ File Attachments: --- Date: Tue 23 Dec 2014 12:13:44 AM UTC Name: civ2civ3-transformations-Trunk.patch Size: 5kB By: bardo http://gna.org/patch/download.php?file_id=23275 ___ Reply to this item at: http://gna.org/patch/?5596 ___ 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 #5596] civ2civ3: simplify ocean/land terrain transformations
Update of patch #5596 (project freeciv): Status:None = Ready For Test Assigned to:None = sveinung Planned Release: = 2.6.0 ___ Reply to this item at: http://gna.org/patch/?5596 ___ 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 #5592] civ2civ3: adjust Federation and Fundamentalism govs
Update of patch #5592 (project freeciv): Planned Release: = 2.6.0 ___ Reply to this item at: http://gna.org/patch/?5592 ___ 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 #5597] civ2civ3: achievements
URL: http://gna.org/patch/?5597 Summary: civ2civ3: achievements Project: Freeciv Submitted by: bardo Submitted on: Tue 23 Dec 2014 12:22:03 AM UTC Category: None Priority: 1 - Later Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: I plan to add culture points and achievement to this ruleset, if you agree. I'll try to use civ3 culture system as reference. Please, post here if you have any suggestion. ___ Reply to this item at: http://gna.org/patch/?5597 ___ 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 #5598] Trident Maglev
URL: http://gna.org/patch/?5598 Summary: Trident Maglev Project: Freeciv Submitted by: cazfi Submitted on: Tue 23 Dec 2014 02:28:39 AM EET Category: art Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0, 2.6.0 ___ Details: As suggested by The Square Cow at the forums: http://forum.freeciv.org/f/viewtopic.php?f=12t=476 use second set or rails present in trident as maglev. ___ File Attachments: --- Date: Tue 23 Dec 2014 02:28:39 AM EET Name: TridentMaglev.patch Size: 5kB By: cazfi http://gna.org/patch/download.php?file_id=23276 --- Date: Tue 23 Dec 2014 02:28:39 AM EET Name: TridentMaglev-S2_5.patch Size: 5kB By: cazfi http://gna.org/patch/download.php?file_id=23277 ___ Reply to this item at: http://gna.org/patch/?5598 ___ 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 #5013] Maglev graphics for all supplied tilesets
Update of patch #5013 (project freeciv): Depends on: = patch #5598 ___ Reply to this item at: http://gna.org/patch/?5013 ___ 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 #23102] modpack installer gui-specific options
URL: http://gna.org/bugs/?23102 Summary: modpack installer gui-specific options Project: Freeciv Submitted by: cazfi Submitted on: Tue 23 Dec 2014 03:13:00 AM EET Category: module installer 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, 2.6.0 ___ Details: modpack installer '--help' says that there's gui-specific options and that one can get help about them with '--' '--help'. None of the guis has implemented that '--' '--help' Fix attached. ___ File Attachments: --- Date: Tue 23 Dec 2014 03:13:00 AM EET Name: MpGuiHelp.patch Size: 4kB By: cazfi http://gna.org/bugs/download.php?file_id=23278 ___ Reply to this item at: http://gna.org/bugs/?23102 ___ 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 #5599] SDL clients: Enable the trade route button based on ability to trade
URL: http://gna.org/patch/?5599 Summary: SDL clients: Enable the trade route button based on ability to trade Project: Freeciv Submitted by: sveinung Submitted on: Tue 23 Dec 2014 01:19:19 AM UTC Category: client-sdl2 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: A unit may have the TradeRoute unit flag and not be able to establish a trade route. Another unit may not have the TradeRoute unit flag and still be able to establish a trade route. Check for the ability to establish a trade route in stead of the TradeRoute flag when deciding if the establish trade route button should be shown or not. ___ File Attachments: --- Date: Tue 23 Dec 2014 01:19:19 AM UTC Name: 0001-SDL-clients-Enable-the-trade-route-button-based-on-a.patch Size: 2kB By: sveinung http://gna.org/patch/download.php?file_id=23279 ___ Reply to this item at: http://gna.org/patch/?5599 ___ 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 #5554] Add a unit type role for each action after the unit flags and roles.
Follow-up Comment #3, patch #5554 (project freeciv): Cazfi: Did my reply cover your question? If it didn't: could you please clarify it? ___ Reply to this item at: http://gna.org/patch/?5554 ___ 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 #5554] Add a unit type role for each action after the unit flags and roles.
Update of patch #5554 (project freeciv): Status: Ready For Test = Need Info ___ Reply to this item at: http://gna.org/patch/?5554 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev