[Freeciv-Dev] [bug #18041] when fogged, border change more than it should
Follow-up Comment #3, bug #18041 (project freeciv): Yes, bug #18588 seems to show the same behaviour, so I think it's the same problem ___ Reply to this item at: http://gna.org/bugs/?18041 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18095] 'ai-phase_is_initialized' assertion failure
Follow-up Comment #2, bug #18095 (project freeciv): sorry, my mistake. the version is 2.3.0-beta4, not beta3 ___ Reply to this item at: http://gna.org/bugs/?18095 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18093] Production window is not updated when changing production
URL: http://gna.org/bugs/?18093 Summary: Production window is not updated when changing production Project: Freeciv Submitted by: alocritani Submitted on: dom 01 mag 2011 08:54:25 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Changing production in production tab doesn't update the production bar. To reproduce: open a city and select the production tab select a target on right side press change production note how the production bar on top do not change now repeat the process: the production tab will show the target you previusly selected. ie: starting production - coinage change to barracks - bar shows coinage change production to warrior - bar shows barracks and so on... This problem doesn't exist in trunk ___ Reply to this item at: http://gna.org/bugs/?18093 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18094] Cities report filters not updated on changes
URL: http://gna.org/bugs/?18094 Summary: Cities report filters not updated on changes Project: Freeciv Submitted by: alocritani Submitted on: dom 01 mag 2011 08:54:54 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: if you open the cities report tab (F4) you can select all cities that use the same governor setting (ie: food) in the list (select - citizen governor) there are all governor settings that are active at the moment you open the tab. If you open a city and change the governor, the list is not updated to show the new possible filter. The list is only updated next time you open the tab. This problem does exist in trunk, also ___ Reply to this item at: http://gna.org/bugs/?18094 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18095] 'ai-phase_is_initialized' assertion failure
URL: http://gna.org/bugs/?18095 Summary: 'ai-phase_is_initialized' assertion failure Project: Freeciv Submitted by: alocritani Submitted on: dom 01 mag 2011 08:57:16 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: it seems that bug #17728 is not yet solved... Load the attached savegame select the trireme in athina and give the autoexplore command to it as the new turn starts I always receive the following assertion failure: in ai_data_get() [advdata.c::786]: assertion ai-phase_is_initialized' failed. ___ File Attachments: --- Date: dom 01 mag 2011 08:57:16 GMT Name: assertion_failed.sav.gz Size: 33kB By: alocritani http://gna.org/bugs/download.php?file_id=12940 ___ Reply to this item at: http://gna.org/bugs/?18095 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2648] Updated controls help section based on comments in mapctrl.c
URL: http://gna.org/patch/?2648 Summary: Updated controls help section based on comments in mapctrl.c Project: Freeciv Submitted by: alocritani Submitted on: dom 24 apr 2011 09:02:05 GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Updated controls help section based on comments in mapctrl.c ___ File Attachments: --- Date: dom 24 apr 2011 09:02:05 GMT Name: helpdata_2_3_b4.patch Size: 1kB By: alocritani http://gna.org/patch/download.php?file_id=12907 ___ Reply to this item at: http://gna.org/patch/?2648 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17725] Is everything in Controls section of help still valid?
Follow-up Comment #1, bug #17725 (project freeciv): Updated controls help section based on comments in mapctrl.c see patch #2648 ___ Reply to this item at: http://gna.org/bugs/?17725 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18064] select all button do not unselect other previously selected unit
URL: http://gna.org/bugs/?18064 Summary: select all button do not unselect other previously selected unit Project: Freeciv Submitted by: alocritani Submitted on: dom 24 apr 2011 09:02:55 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: to reproduce, select a unit, then click on a square with more than one unit present and click select all. all units on that tile plus the originally selected unit are now selected ___ Reply to this item at: http://gna.org/bugs/?18064 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18055] Important to see rivers is present in squares
Follow-up Comment #1, bug #18055 (project freeciv): According to my experience, all tilesets display the river in some way, usually with blue winding lines over the tile. Are you sure you haven't disabled the river display in (I think) view menu? If you are talking instead of the minimap (top left), there I think rivers are not displayed at all. I'm talking about gtk2-client. ___ Reply to this item at: http://gna.org/bugs/?18055 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18054] some way to delete saved files is needed
Follow-up Comment #2, bug #18054 (project freeciv): Maybe adding a max number of auto savefiles to keep option would be a nice idea, but if, as David Lowe said, is very difficult, we will keep deleting files manually. ___ Reply to this item at: http://gna.org/bugs/?18054 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18040] strange CMA behavior
URL: http://gna.org/bugs/?18040 Summary: strange CMA behavior Project: Freeciv Submitted by: alocritani Submitted on: lun 18 apr 2011 11:07:22 GMT Category: agents Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: In attached savegame, watch city of Sambat. If you set CMA like the Initial situation.png and then move the gold surplus down to -1, -2, etc you will see that only when gold surplus is -3 something changes. But the strange thing is that the effective gold surplus is then -1! To me it seems that the same result obtained with gold surplus = -3 can be obtained setting gold surplus to -1. In other words, if the final effective gold surplus is -1, why I need to set the value to -3 in order to obtain the same final result? ___ File Attachments: --- Date: lun 18 apr 2011 11:07:22 GMT Name: strange_CMA.sav.gz Size: 74kB By: alocritani http://gna.org/bugs/download.php?file_id=12874 --- Date: lun 18 apr 2011 11:07:22 GMT Name: Initial_Situation.png Size: 202kB By: alocritani http://gna.org/bugs/download.php?file_id=12875 --- Date: lun 18 apr 2011 11:07:22 GMT Name: Final_situation.png Size: 202kB By: alocritani http://gna.org/bugs/download.php?file_id=12876 ___ Reply to this item at: http://gna.org/bugs/?18040 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18040] strange CMA behavior
Follow-up Comment #1, bug #18040 (project freeciv): Similar situation in Veii: even if the final result says that gold surplus is +3, you need to put gold surplus to -4, in order to let the CMA to activate (file #12877, file #12878) ___ Additional Item Attachment: File name: Initial_Situation2.png Size:228 KB File name: strange_CMA_2.sav.gz Size:73 KB ___ Reply to this item at: http://gna.org/bugs/?18040 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18041] when fogged, border change more than it should
URL: http://gna.org/bugs/?18041 Summary: when fogged, border change more than it should Project: Freeciv Submitted by: alocritani Submitted on: lun 18 apr 2011 11:08:33 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: In attached savegame, I've just destroyed a city. Find the caravel and try moving around near the cost where it is at the moment, tring to view the area around the ruins. As you move and fog covers area now within red borders, sometimes you will see that border will change, showing fogged white border in area where it cannot be anymore. ___ File Attachments: --- Date: lun 18 apr 2011 11:08:33 GMT Name: freeciv-T0380-Y01955-manual.sav.gz Size: 75kB By: alocritani http://gna.org/bugs/download.php?file_id=12879 ___ Reply to this item at: http://gna.org/bugs/?18041 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2643] Galleon can carry units of big land class
URL: http://gna.org/patch/?2643 Summary: Galleon can carry units of big land class Project: Freeciv Submitted by: alocritani Submitted on: lun 18 apr 2011 11:09:08 GMT Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: why only frigate can carry big land class units? Galleon is of the same period and it should be able to carry them, also. patch attached ___ File Attachments: --- Date: lun 18 apr 2011 11:09:08 GMT Name: galleon_can_carry_bigland_2_3_Beta4.patch Size: 391B By: alocritani http://gna.org/patch/download.php?file_id=12880 ___ Reply to this item at: http://gna.org/patch/?2643 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18033] On game start, select nation in the same group
URL: http://gna.org/bugs/?18033 Summary: On game start, select nation in the same group Project: Freeciv Submitted by: alocritani Submitted on: ven 15 apr 2011 06:42:47 GMT Category: general Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: when starting a single player game, and the user select a nation, the server could select the other random nations looking in the same group (ancient, modern,etc...) this way if you start a game with Roman nation you will found other ancient nations only. ___ Reply to this item at: http://gna.org/bugs/?18033 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18013] Units able to enter rivers (like Triremes) can be attached by land units when on land
Follow-up Comment #2, bug #18013 (project freeciv): I don't see any reason why a Trireme should be invulnerable to land units. One flaming arrow could finish the job, all the more so when it is in a narrow river and can't turn to face the enemy. ok, so maybe it can be attacked by land units also when on a sea tile. How can the units.ruleset be changed to achieve this? ___ Reply to this item at: http://gna.org/bugs/?18013 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17958] Auto-Explore command not available for Trireme unit-class
Follow-up Comment #1, bug #17958 (project freeciv): Found the reason why Helicopters, Aircrafts and Triremes cannot autoexplore. The reason is that move_type is not Sea nor Land but Both, for these unit classes. If you look the following code, you can see that AutoExplore is only available for Land or Sea units. [client/control.c] void key_unit_auto_explore(void) { unit_list_iterate(get_units_in_focus(), punit) { if (can_unit_do_activity(punit, ACTIVITY_EXPLORE)) { request_new_unit_activity(punit, ACTIVITY_EXPLORE); } } unit_list_iterate_end; } [common/client.c] bool can_unit_do_activity(const struct unit *punit, enum unit_activity activity) { return can_unit_do_activity_targeted(punit, activity, S_LAST, BASE_NONE); } bool can_unit_do_activity_targeted(const struct unit *punit, enum unit_activity activity, enum tile_special_type target, Base_type_id base) { return can_unit_do_activity_targeted_at(punit, activity, target, punit-tile, base); } bool can_unit_do_activity_targeted_at(const struct unit *punit, enum unit_activity activity, enum tile_special_type target, const struct tile *ptile, Base_type_id base) { [...] case ACTIVITY_EXPLORE: return (is_ground_unit(punit) || is_sailing_unit(punit)); [...] } [common/movement.c] bool is_sailing_unittype(const struct unit_type *punittype) { return (utype_move_type(punittype) == SEA_MOVING); } bool is_ground_unittype(const struct unit_type *punittype) { return (utype_move_type(punittype) == LAND_MOVING); } On the other end, in order to be able to enter rivers, Trireme must have move_type = Both May a new cannot_explore flag be added in order to manage this? ___ Reply to this item at: http://gna.org/bugs/?17958 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18013] Units able to enter rivers (like Triremes) can be attached by land units when on land
URL: http://gna.org/bugs/?18013 Summary: Units able to enter rivers (like Triremes) can be attached by land units when on land Project: Freeciv Submitted by: alocritani Submitted on: dom 10 apr 2011 12:12:02 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: As the subject says, units able to enter rivers (like Triremes) can be attached by land units when on land. Is it intended? Can this be resolved by adding Unreachable flag for Triremes and adding targets = Trireme for all Air, Sea, Missiles, etc units? ___ Reply to this item at: http://gna.org/bugs/?18013 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18014] Units with move_type = Both have Airport as training facility
URL: http://gna.org/bugs/?18014 Summary: Units with move_type = Both have Airport as training facility Project: Freeciv Submitted by: alocritani Submitted on: dom 10 apr 2011 12:12:47 GMT Category: general Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Units with move_type = Both always have, in autogenerated help, Airport as training facility, also for Triremes. * Will be built as a veteran in cities with appropriate training facilities (see Airport). ___ Reply to this item at: http://gna.org/bugs/?18014 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18015] Missing targets field in units.ruleset comment
URL: http://gna.org/bugs/?18015 Summary: Missing targets field in units.ruleset comment Project: Freeciv Submitted by: alocritani Submitted on: dom 10 apr 2011 12:13:27 GMT Category: rulesets Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: as subject, targets field used in unit.ruleset but not explained in the fields comment. ___ Reply to this item at: http://gna.org/bugs/?18015 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17906] Gold upkeep icon covers unhappiness upkeep icon
Follow-up Comment #4, bug #17906 (project freeciv): New version attached: as you can see in screenshot all icons can now be displayed without any overlap. Any combination of upkeep (food, shield, gold and happiness) can be displayed without problems. (file #12812, file #12813) ___ Additional Item Attachment: File name: Screenshot.png Size:225 KB File name: tiles.png Size:78 KB ___ Reply to this item at: http://gna.org/bugs/?17906 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17998] dirty pixels in amplio2 tileset
Follow-up Comment #3, bug #17998 (project freeciv): Hi, tested and it works. I start editing the tiles.png files and I found the reason of bug #17906. I'll post a solution there. ___ Reply to this item at: http://gna.org/bugs/?17998 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17906] Gold upkeep icon covers unhappiness upkeep icon
Follow-up Comment #3, bug #17906 (project freeciv): starting from changes made in bug #17998, I've modified the tiles.png so the icons will not cover each other. This is a incomplete solution, at the moment, because gold upkeep icon still cover gold upkeep icons. I'll provide a final version soon, if you think the way I've took is good (see attached screenshot) (file #12805, file #12806) ___ Additional Item Attachment: File name: Screenshot.png Size:254 KB File name: tiles.png Size:77 KB ___ Reply to this item at: http://gna.org/bugs/?17906 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17998] dirty pixels in amplio2 tileset
URL: http://gna.org/bugs/?17998 Summary: dirty pixels in amplio2 tileset Project: Freeciv Submitted by: alocritani Submitted on: mar 05 apr 2011 11:15:15 GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Found that the icons for high gold value have some dirty pixel, as you can see in attached images. (dirty.png, dirty2.png) This is caused by misaligned icons in tiles.png. In attached image a(a subset of tiles.png) a grid of 96x48 (as in tiles.spec) is drawn over the file, to show the reason of dirty pixels. ___ File Attachments: --- Date: mar 05 apr 2011 11:15:15 GMT Name: dirty.png Size: 66kB By: alocritani http://gna.org/bugs/download.php?file_id=12793 --- Date: mar 05 apr 2011 11:15:15 GMT Name: tiles_extract.png Size: 14kB By: alocritani http://gna.org/bugs/download.php?file_id=12794 --- Date: mar 05 apr 2011 11:15:15 GMT Name: dirty2.png Size: 62kB By: alocritani http://gna.org/bugs/download.php?file_id=12795 ___ Reply to this item at: http://gna.org/bugs/?17998 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17996] wish: block city growth if the city cannot support the new citizen
URL: http://gna.org/bugs/?17996 Summary: wish: block city growth if the city cannot support the new citizen Project: Freeciv Submitted by: alocritani Submitted on: lun 04 apr 2011 10:32:08 GMT Category: general Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: (split from bug #17984) if a city can grow but growing is unable to support the citizen that will be created, it grows anyway. I think it should be blocked, to avoid the growth, shrink, wait, growth... loop. I've tested this modifying the terrain around the city with editor. ___ File Attachments: --- Date: lun 04 apr 2011 10:32:08 GMT Name: growth_not_blocked.sav.gz Size: 39kB By: alocritani http://gna.org/bugs/download.php?file_id=12789 ___ Reply to this item at: http://gna.org/bugs/?17996 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17967] proposal: Vision increase if unit on mountainous terrain
Follow-up Comment #3, bug #17967 (project freeciv): added patch #2617 that take care of it ___ Reply to this item at: http://gna.org/bugs/?17967 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17968] Vision shape inconsistency
Follow-up Comment #3, bug #17968 (project freeciv): added patch #2616 ___ Reply to this item at: http://gna.org/bugs/?17968 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17954] Hotekys displayed twice
Follow-up Comment #1, bug #17954 (project freeciv): added patch #2615 ___ Reply to this item at: http://gna.org/bugs/?17954 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2615] Fix double hotkeys in some menu
URL: http://gna.org/patch/?2615 Summary: Fix double hotkeys in some menu Project: Freeciv Submitted by: alocritani Submitted on: sab 02 apr 2011 11:30:11 GMT Category: client-gtk-2.0 Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: remove some double hotkeys present in menu see bug #17954 2 patches: one for 2.3 beta 4 and one for trunk ___ File Attachments: --- Date: sab 02 apr 2011 11:30:11 GMT Name: menu_2_3_b4.patch Size: 1kB By: alocritani http://gna.org/patch/download.php?file_id=12759 --- Date: sab 02 apr 2011 11:30:11 GMT Name: menu_trunk.patch Size: 1kB By: alocritani http://gna.org/patch/download.php?file_id=12760 ___ Reply to this item at: http://gna.org/patch/?2615 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2616] make vision range for units with range 1 tile a rounded range
URL: http://gna.org/patch/?2616 Summary: make vision range for units with range 1 tile a rounded range Project: Freeciv Submitted by: alocritani Submitted on: sab 02 apr 2011 11:32:56 GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: make vision range for units with range 1 tile a rounded range see bug #17968 4 versions: 2 for trunk (default, experimental) and 2 for 2.3 beta4 (default, experimental) ___ File Attachments: --- Date: sab 02 apr 2011 11:32:56 GMT Name: vision_range_default_2_3_b4.patch Size: 3kB By: alocritani http://gna.org/patch/download.php?file_id=12761 --- Date: sab 02 apr 2011 11:32:56 GMT Name: vision_range_default_trunk.patch Size: 3kB By: alocritani http://gna.org/patch/download.php?file_id=12762 --- Date: sab 02 apr 2011 11:32:56 GMT Name: vision_range_experimental_2_3_b4.patch Size: 3kB By: alocritani http://gna.org/patch/download.php?file_id=12763 --- Date: sab 02 apr 2011 11:32:56 GMT Name: vision_range_experimental_trunk.patch Size: 3kB By: alocritani http://gna.org/patch/download.php?file_id=12764 ___ Reply to this item at: http://gna.org/patch/?2616 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2617] increase vision range for units on mountains
URL: http://gna.org/patch/?2617 Summary: increase vision range for units on mountains Project: Freeciv Submitted by: alocritani Submitted on: sab 02 apr 2011 11:36:56 GMT Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: increase vision range for units on mountains (if unit has vision_range=1 tile, so not for spies and leaders) also take care of differents possibilities (mountains+fortress+invention) also for spies and leaders negate watchtower effects for not land unit classes at the end, the vision range is unchanged (1) for normal land units when not on mountains unchanged (2) for leaders and spies when not on mountains 2 for all land units (included spies/leaders) on mountains 3 for normal land units in fortress+vision for all land units (spies and leaders included), regardless of mountains. also small (optional) patch that increases vision range for air unit so the vision range is bigger than vision range of land units on mountains (also make vision range rounded, see patch #2616) ___ File Attachments: --- Date: sab 02 apr 2011 11:36:56 GMT Name: vision_range_mountains_2_3_b4.patch Size: 3kB By: alocritani http://gna.org/patch/download.php?file_id=12765 --- Date: sab 02 apr 2011 11:36:56 GMT Name: vision_range_experimental_2_3_b4_air_increase.patch Size: 3kB By: alocritani http://gna.org/patch/download.php?file_id=12766 --- Date: sab 02 apr 2011 11:36:56 GMT Name: vision_range_mountains_trunk.patch Size: 3kB By: alocritani http://gna.org/patch/download.php?file_id=12767 --- Date: sab 02 apr 2011 11:36:56 GMT Name: vision_range_experimental_trunk_air_increase.patch Size: 3kB By: alocritani http://gna.org/patch/download.php?file_id=12768 ___ Reply to this item at: http://gna.org/patch/?2617 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17984] city growth blocked without reason (and sometimes not blocked when it should)
URL: http://gna.org/bugs/?17984 Summary: city growth blocked without reason (and sometimes not blocked when it should) Project: Freeciv Submitted by: alocritani Submitted on: sab 02 apr 2011 11:39:26 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: city growth blocked without reason (and sometimes not blocked when it should) In attached savegame, after completing turn, you will see that the growth of Beneventum appears to be blocked (see attached screenshot). I know that growth may be blocked by not having some improvements. but this is not the case. see growth_blocked savefile and screenshots. Also, seems the if a city can grow but growing is unable to support the citizen that will be created, it grows anyway. I think it shoul be blocked, to avoid the growth, shrink, wait, growth... loop. I've tested this second point modifing the terrain around the city with editor. see growth_not_blocked savefile ___ File Attachments: --- Date: sab 02 apr 2011 11:39:26 GMT Name: growth_blocked.sav.gz Size: 55kB By: alocritani http://gna.org/bugs/download.php?file_id=12769 --- Date: sab 02 apr 2011 11:39:26 GMT Name: growth_not_blocked.sav.gz Size: 39kB By: alocritani http://gna.org/bugs/download.php?file_id=12770 --- Date: sab 02 apr 2011 11:39:26 GMT Name: growth_blocked.png Size: 528kB By: alocritani http://gna.org/bugs/download.php?file_id=12771 --- Date: sab 02 apr 2011 11:39:26 GMT Name: growth_blocked_citydetails.png Size: 274kB By: alocritani http://gna.org/bugs/download.php?file_id=12772 ___ Reply to this item at: http://gna.org/bugs/?17984 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17967] proposal: Vision increase if unit on mountainous terrain
Follow-up Comment #2, bug #17967 (project freeciv): I think we need also to modify the effect for fortress watchtower to avoid applying the same effect twice in case a fortress is built on a mountainous tile. ; Vision benefit from fortress watchtowers [effect_fortress_vision] name= Unit_Vision_Radius_Sq value = 8 reqs= { type, name, range Base, Fortress, tile Tech, Invention, player } nreqs= { type, name, range Terrain, Mountains, Local } ___ Reply to this item at: http://gna.org/bugs/?17967 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17968] Vision shape inconsistency
URL: http://gna.org/bugs/?17968 Summary: Vision shape inconsistency Project: Freeciv Submitted by: alocritani Submitted on: mer 30 mar 2011 11:19:09 GMT Category: rulesets Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Units like destroyers have vision_radius_sq = 8, ie: a 5x5 square units like land units have vision_radius_sq = 2, ie: a 3x3 square but the bonus for watchtower adds 8 ; Vision benefit from fortress watchtowers [effect_fortress_vision] name= Unit_Vision_Radius_Sq value = 8 reqs= { type, name, range Base, Fortress, tile Tech, Invention, player } bringing the total to 10, ie: a diamond-shape vision range. I thing we should use the same shape (diamond or square) vision range for every units/bonus. if it can be useful for better understanding the differences, this is a very useful comment from comment\city.h /* The city's valid positions are in a circle around the city center. * Depending on the value for the squared city radius the circle will be: * * - rectangular (max radius = 5; max squared radius = 26) * *0123456789 10 * * 026 25 26 -5 * 1 25 20 17 16 17 20 25 -4 * 2 25 18 13 109 10 13 18 25-3 * 3 20 1385458 13 20-2 * 426 17 1052125 10 17 26 -1 * 525 169410149 16 25 +0 * 626 17 1052125 10 17 26 +1 * 7 20 1385458 13 20+2 * 8 25 18 13 109 10 13 18 25+3 * 9 25 20 17 16 17 20 25 +4 * 1026 25 26 +5 * * -5 -4 -3 -2 -1 +0 +1 +2 +3 +4 +5 * * - hexagonal (max radius = 5; max squared radius = 26) * *0123456789 10 * * 0 25 25 25 25 25 25 -5 * 125 16 16 16 16 16 25 -4 * 2 25 169999 16 25 -3 * 3 25 1694449 16 25 -2 * 4 25 16941149 16 25 -1 * 525 169410149 16 25 +0 * 625 16941149 16 25+1 * 725 1694449 16 25 +2 * 825 169999 16 25 +3 * 925 16 16 16 16 16 25 +4 * 1025 25 25 25 25 25+5 * * -5 -4 -3 -2 -1 +0 +1 +2 +3 +4 +5 * * The following tabes show the tiles per city radii / squared city radii. * '-' indicates no change compared to the previous value * * radius| 0 | 1 ||| 2 ||||| 3 * radius_sq | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 * --++++++++++ * tiles rectangular | 5 | 9 | - | 13 | 21 | - | - | 25 | 29 | 37 * tiles hexagonal | 7 | - | - | 19 | - | - | - | - | 37 | - * * radius||||||| 4 ||| * radius_sq | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 * --++++++++++ * tiles rectangular | - | - | 45 | - | - | - | 49 | 57 | 61 | 69 * tiles hexagonal | - | - | - | - | - | 61 | - | - | - | - * * radius|||||| 5 * radius_sq | 21 | 22 | 23 | 24 | 25 | 26 * --++++++ * tiles rectangular | - | - | - | - | 81 | 89 * tiles hexagonal | - | - | - | - | 91 | - * * So radius_sq == 5 (radius == 2) corresponds to the traditional * used city map. */ ___ Reply to this item at: http://gna.org/bugs/?17968 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17968] Vision shape inconsistency
Follow-up Comment #2, bug #17968 (project freeciv): If it can be useful, I understood that, in the comment posted, the value of the squared radius is displayed. It is calculated by simply (x^2 + y^2) where x and y are number of squares on orthogonal directions. Then, if for every tile this value is less or equal than the value provided in vision_radius_sq, the square is visible. regarding hexagon squares, it doesn't seem to be needed to change the values. If you look carefully, in hexsquares all square radius are perfect squares (4,9,16,25), so I think it easier to do calculation on it. If you want to see 3 hexsquares ahead, simply put 10 and the number of visible hex will be the same as number of visible hex if you put 9 in sq_radius. I think that this is because hexsquares are intrinsically rounded squares. ___ Reply to this item at: http://gna.org/bugs/?17968 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17958] Auto-Explore command not available for Trireme unit-class
URL: http://gna.org/bugs/?17958 Summary: Auto-Explore command not available for Trireme unit-class Project: Freeciv Submitted by: alocritani Submitted on: lun 28 mar 2011 06:50:52 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Using experimental ruleset, the auto-explore command is not available for the trireme unit. I suppose it's related to the unit-class and not the single unit, because with default ruleset this command works normally. ___ Reply to this item at: http://gna.org/bugs/?17958 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17959] wish: add req that take in consideration other units on the same tile
URL: http://gna.org/bugs/?17959 Summary: wish: add req that take in consideration other units on the same tile Project: Freeciv Submitted by: alocritani Submitted on: lun 28 mar 2011 06:56:48 GMT Category: general Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: It would be nice having a requisites that check the presence of other unit on the same tile. In this way would be possible to create an effect like [effect_medic_hp_regen] name= HP_Regen value = 25 reqs= { type, name, range UnitFlag, Medic, Tile } in order to let a unit to heal quicker when a unit with flag Medic is on the same tile. At the moment also this effect doesn't work [effect_medic_hp_regen] name= HP_Regen value = 25 reqs= { type, name, range UnitFlag, Medic, Adjacent UnitClass, Land, Local } ___ Reply to this item at: http://gna.org/bugs/?17959 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17960] wish: autoexplorers going back into a city
URL: http://gna.org/bugs/?17960 Summary: wish: autoexplorers going back into a city Project: Freeciv Submitted by: alocritani Submitted on: lun 28 mar 2011 11:05:55 GMT Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: found in changelog Sun, 25 Aug 2002 06:34:58 -0700 per: [...] Also adds extra checking to autoexplorer code and fixes bug that caused autoexplorers not go back into a city to bolster defenses when done exploring. It don't seem to be valid anymore: when an autoexplorer finishes its works, it remains there. Also would be nice that autoexplorers move away quickly from territory belonging to nations which you have armistice with, similar to what requested by bug #14084. ___ Reply to this item at: http://gna.org/bugs/?17960 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17873] cannot assign hotkey for goto command
Follow-up Comment #5, bug #17873 (project freeciv): I think that assigning hotkeys in that way is a gtk feature, because it works that way also with other gtk software ___ Reply to this item at: http://gna.org/bugs/?17873 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17954] Hotekys displayed twice
URL: http://gna.org/bugs/?17954 Summary: Hotekys displayed twice Project: Freeciv Submitted by: alocritani Submitted on: dom 27 mar 2011 12:54:24 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: The menu voice convert to plains contains the hotkey twice ie: convert to plains (I) I where the first I is a static string for the hotkey and the second I is the hotkey ___ Reply to this item at: http://gna.org/bugs/?17954 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17873] cannot assign hotkey for goto command
Follow-up Comment #4, bug #17873 (project freeciv): I'm using ubuntu 9.04 and I too was surprised to discover this thing the first time it happened... ___ Reply to this item at: http://gna.org/bugs/?17873 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17931] Air units auto healted in case of auto return to base
Follow-up Comment #3, bug #17931 (project freeciv): It seems that HanduMan is talking about bug #17925. Isn't it? ___ Reply to this item at: http://gna.org/bugs/?17931 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17911] HP_Regen effect for all bases
Follow-up Comment #5, bug #17911 (project freeciv): . People can heal just about anywhere, while machines need to go to a repair facility. Note that Big Land units do not enjoy hp_regen in a fortress - they have to go to some sort of barracks to get it. Following this logic, maybe the auto-heal of 10% of maxHP should be removed for same mechanical classes, like BigLand, Air, Missiles, etc.. ___ Reply to this item at: http://gna.org/bugs/?17911 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17911] HP_Regen effect for all bases
Follow-up Comment #2, bug #17911 (project freeciv): sorry for not being clear... suggesting to add the hp_regen also for airbases in default or experimental ruleset ___ Reply to this item at: http://gna.org/bugs/?17911 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17873] cannot assign hotkey for goto command
Follow-up Comment #2, bug #17873 (project freeciv): to reproduce: keep the mouse over a menu action (like build a city or goto) and press the hotkey you want to assign to this action. the new hotkey now appears next to the action. to remove an hotkey repeat the procedure and press backspace as hotkey -- the hotkey is removed. ___ Reply to this item at: http://gna.org/bugs/?17873 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17911] HP_Regen effect for all bases
Follow-up Comment #4, bug #17911 (project freeciv): Ok, I think that an airbase has enough facility for repairing an aircraft, but this is questionable, so it's ok... ___ Reply to this item at: http://gna.org/bugs/?17911 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17906] Gold upkeep icon covers unhappiness upkeep icon
Follow-up Comment #2, bug #17906 (project freeciv): yes, I confirm that it happen with Shield2Gold effect. I searched a bit in tileset's files and I think that it can be solved moving some of these icons slightly to right. ___ Reply to this item at: http://gna.org/bugs/?17906 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17931] Air units auto healted in case of auto return to base
URL: http://gna.org/bugs/?17931 Summary: Air units auto healted in case of auto return to base Project: Freeciv Submitted by: alocritani Submitted on: mer 23 mar 2011 07:22:18 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: If an air unit doesn't move during its turn it gains 10% of max hp even if immediatly after its turn it return automatically to a base/city for refuel. ___ Reply to this item at: http://gna.org/bugs/?17931 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17932] Editor: wrong values for movement point for units with fuel
URL: http://gna.org/bugs/?17932 Summary: Editor: wrong values for movement point for units with fuel Project: Freeciv Submitted by: alocritani Submitted on: mer 23 mar 2011 07:22:55 GMT Category: editor Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Units with fuel property (for examples missiles or aircrafts) always show moviment point X/Y in editor where Y is 3 times the movement points a unit can use in a turn (ie: 12 for stealth bomber -- x/36, 16 for AWACS -- x/48, etc) regardless of the fuel. ___ Reply to this item at: http://gna.org/bugs/?17932 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17924] Load/Unload facilities
URL: http://gna.org/bugs/?17924 Summary: Load/Unload facilities Project: Freeciv Submitted by: alocritani Submitted on: lun 21 mar 2011 12:13:46 GMT Category: general Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: It seems a bit strange that you can move missiles on a sub and load them in the middle of the sea. I think would be nice to have some restriction in order to force loading and unloading taking place in cities, maybe only for some unit or unit classes. ___ Reply to this item at: http://gna.org/bugs/?17924 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17925] paradrop only from cities with airport
URL: http://gna.org/bugs/?17925 Summary: paradrop only from cities with airport Project: Freeciv Submitted by: alocritani Submitted on: lun 21 mar 2011 12:29:00 GMT Category: general Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I think paradrop should be allowed only from airbases or cities with an airport. The reason is that an airport is needed in order to let aircraft take off. ___ Reply to this item at: http://gna.org/bugs/?17925 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17918] Bombarder flag not respected in some cases
URL: http://gna.org/bugs/?17918 Summary: Bombarder flag not respected in some cases Project: Freeciv Submitted by: alocritani Submitted on: dom 20 mar 2011 14:57:14 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Units with Bombarder flag are able to kill sea units and are damaged by return fire of such units. ___ Reply to this item at: http://gna.org/bugs/?17918 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17919] Help text for migration in Government help
URL: http://gna.org/bugs/?17919 Summary: Help text for migration in Government help Project: Freeciv Submitted by: alocritani Submitted on: dom 20 mar 2011 14:57:51 GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Using experimental ruleset, in government section string Increases the chance of migration into your cities is present more than one time. It happens for Anarchy, Monarchy, Despotism (also decrease the change of migration... is there for these 3 govs) and Republic ___ Reply to this item at: http://gna.org/bugs/?17919 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17918] Bombarder flag not respected in some cases
Follow-up Comment #1, bug #17918 (project freeciv): also, units with Bombarder flag damage all unit in the stack. Is it intended? ___ Reply to this item at: http://gna.org/bugs/?17918 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17911] HP_Regen effect for all bases
URL: http://gna.org/bugs/?17911 Summary: HP_Regen effect for all bases Project: Freeciv Submitted by: alocritani Submitted on: ven 18 mar 2011 11:55:13 GMT Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: The HP_Regen effect is only active for Fortress bases. It's not active for airbase, for example... ___ Reply to this item at: http://gna.org/bugs/?17911 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17892] Continue patrolling
Follow-up Comment #2, bug #17892 (project freeciv): I agree with you. Instead of automatize the continue patrolling option, a simple new command like 'continue patrolling' can be issued to the unit. This command simply restore both end points of the patrolling for the unit ___ Reply to this item at: http://gna.org/bugs/?17892 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17905] Free happyness upkeep under republic
URL: http://gna.org/bugs/?17905 Summary: Free happyness upkeep under republic Project: Freeciv Submitted by: alocritani Submitted on: mer 16 mar 2011 12:33:44 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Under republic governement, seems that one unit has a free happiness upkeep. It may be caused by the following effect [effect_republic] name= Make_Content_Mil value = 1 reqs= { type, name, range Gov, Republic, Player } but no indication of this effect is present in help text, so it may confuse players ___ Reply to this item at: http://gna.org/bugs/?17905 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17906] Gold upkeep icon covers unhappiness upkeep icon
URL: http://gna.org/bugs/?17906 Summary: Gold upkeep icon covers unhappiness upkeep icon Project: Freeciv Submitted by: alocritani Submitted on: mer 16 mar 2011 12:35:06 GMT Category: None Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3,trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: using amplio2 tileset, Gold upkeep icon covers unhappiness upkeep see attached image ___ File Attachments: --- Date: mer 16 mar 2011 12:35:06 GMT Name: Covering_icons.png Size: 4kB By: alocritani http://gna.org/bugs/download.php?file_id=12666 ___ Reply to this item at: http://gna.org/bugs/?17906 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17685] bulbs per turn not always displayed on map view tooltip
Follow-up Comment #5, bug #17685 (project freeciv): Maybe in the message (I don't remember the exact words...) tech 14 - 0 per turn can be remove the - 0 part if no tech has upkeep cost ___ Reply to this item at: http://gna.org/bugs/?17685 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17900] Cavalry without Horse flag
URL: http://gna.org/bugs/?17900 Summary: Cavalry without Horse flag Project: Freeciv Submitted by: alocritani Submitted on: mar 15 mar 2011 10:42:58 GMT Category: rulesets Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Why is Cavalry without Horse flag? Is it caused by the fact the Cavalry has rifle so they can fight from far away and so unit like pikeman do not have any advantage? ___ Reply to this item at: http://gna.org/bugs/?17900 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17892] Continue patrolling
URL: http://gna.org/bugs/?17892 Summary: Continue patrolling Project: Freeciv Submitted by: alocritani Submitted on: lun 14 mar 2011 12:47:21 GMT Category: client-gtk-2.0 Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: During patrol when a unit is spotted the patrolling unit stops and you have to give again the patrol command. Sometimes the patrol path may be a quite articulated path. Sometimes (spotted unit is a neutral unit, etc...) could be useful to let the spotting unit continue the patrol task without reselecting the patrol path. ___ Reply to this item at: http://gna.org/bugs/?17892 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17885] grayed view option not grayed in local option
URL: http://gna.org/bugs/?17885 Summary: grayed view option not grayed in local option Project: Freeciv Submitted by: alocritani Submitted on: dom 13 mar 2011 13:14:38 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: in view menu, when city name is disabled, city growth is grayed. In set local option window city growth is not grayed. The same for city buy cost ___ Reply to this item at: http://gna.org/bugs/?17885 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17886] Workers in experimental ruleset
URL: http://gna.org/bugs/?17886 Summary: Workers in experimental ruleset Project: Freeciv Submitted by: alocritani Submitted on: dom 13 mar 2011 13:15:08 GMT Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Workers have NoVeteran flag but veteran_* properties are set. ___ Reply to this item at: http://gna.org/bugs/?17886 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17887] total cost of tech if root_req set
URL: http://gna.org/bugs/?17887 Summary: total cost of tech if root_req set Project: Freeciv Submitted by: alocritani Submitted on: dom 13 mar 2011 13:17:39 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Playing with experimental ruleset (root_req set, I think), in tecnology help all not reacheable techs show 1 in drop down list of prerequisites ___ Reply to this item at: http://gna.org/bugs/?17887 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17888] Help text suggestions
URL: http://gna.org/bugs/?17888 Summary: Help text suggestions Project: Freeciv Submitted by: alocritani Submitted on: dom 13 mar 2011 13:18:42 GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Missing references to Shield2Gold_Factor in techs' help text like Will be built as a veteran in cities with appropriate training facilities (see Barracks) should avoid static references to improvements (barracks). Description text for settlers/workers (units with settler flag) doesn't take in account the may_* options (may_road,may_irrigate,may_mine,may_transform). ___ Reply to this item at: http://gna.org/bugs/?17888 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17872] graphical glitches on start game page
URL: http://gna.org/bugs/?17872 Summary: graphical glitches on start game page Project: Freeciv Submitted by: alocritani Submitted on: mer 09 mar 2011 10:33:37 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: every time a new game is started the ruleset version dropdown list gets all the available rulesets again. ie: first start - default,civ1,civ2,experimental,multiplayer second start-default,civ1,civ2,experimental,multiplayer,default,civ1,civ2,experimental,multiplayer third start-default,civ1,civ2,experimental,multiplayer,default,civ1,civ2,experimental,multiplayer,default,civ1,civ2,experimental,multiplayer Also, the AI skill level dropdown list has no default selected ___ Reply to this item at: http://gna.org/bugs/?17872 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17873] cannot assign hotkey for goto command
URL: http://gna.org/bugs/?17873 Summary: cannot assign hotkey for goto command Project: Freeciv Submitted by: alocritani Submitted on: mer 09 mar 2011 10:34:07 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: If you un-assign hotkey for the unit-goto command (using backspace) you cannot assign it to any key anymore. Most (if not all - not tested) other commands can be reassigned without problem, but not goto ___ Reply to this item at: http://gna.org/bugs/?17873 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17864] map created with rivers (and huts) over ocean
URL: http://gna.org/bugs/?17864 Summary: map created with rivers (and huts) over ocean Project: Freeciv Submitted by: alocritani Submitted on: mar 08 mar 2011 12:03:36 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Just using defaults for experimental ruleset. Changed temperature setting to 0 and the option to show the whole map on startup to on First a message error like failed creating map, trying another seed appears and then the attached map has been generated ___ File Attachments: --- Date: mar 08 mar 2011 12:03:36 GMT Name: rivers_on_oceans.sav.gz Size: 34kB By: alocritani http://gna.org/bugs/download.php?file_id=12641 ___ Reply to this item at: http://gna.org/bugs/?17864 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17858] debug diplomacy help
URL: http://gna.org/bugs/?17858 Summary: debug diplomacy help Project: Freeciv Submitted by: alocritani Submitted on: lun 07 mar 2011 12:13:50 GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3,trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: the /debug diplomacy command should have a player name after it, but this is not written in the /help debug message ___ Reply to this item at: http://gna.org/bugs/?17858 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17859] typo in settings' window
URL: http://gna.org/bugs/?17859 Summary: typo in settings' window Project: Freeciv Submitted by: alocritani Submitted on: lun 07 mar 2011 12:14:42 GMT Category: client-gtk-2.0 Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: in set local option window, map image tab, help text for show fogofwar reports if this value is activated, the map image shows the range of *teh for* of war ___ Reply to this item at: http://gna.org/bugs/?17859 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17732] GTK client displays slanted map
Follow-up Comment #5, bug #17732 (project freeciv): Found in code that when starting server the proper topology is enforced. But this does not happen every time you join a local (already started) server: in that case topology is not enforced. ___ Reply to this item at: http://gna.org/bugs/?17732 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17734] small window when typing in nation window
Follow-up Comment #1, bug #17734 (project freeciv): Found that this has been solved by patch #2459. the only problem is that when picking nation, the ancient tab is selected by default. I think that the all tab should be selected, so you can type-search any nation ___ Reply to this item at: http://gna.org/bugs/?17734 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17749] ai skill level not respected
URL: http://gna.org/bugs/?17749 Summary: ai skill level not respected Project: Freeciv Submitted by: alocritani Submitted on: gio 17 feb 2011 11:27:13 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: enter game setup, set normal skill level, leave the page enter again in game setup, all ai will have level easy despite normal is being displayed on left side. Try adding a new ai: new ai will be inserted as easy ___ Reply to this item at: http://gna.org/bugs/?17749 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17755] Appearance of Message This deal is not very good ... etc
URL: http://gna.org/bugs/?17755 Summary: Appearance of Message This deal is not very good ... etc Project: Freeciv Submitted by: alocritani Submitted on: ven 18 feb 2011 07:52:42 GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: This message only appears if you add proposal on your side but not if you add proposals on their side. by the way, is there any message option in order to remove these messages but keeping at the same times other diplomatic messages? I found the this deal... message unuseful, because you already know the outcome looking at thumbs up / down icons. ___ Reply to this item at: http://gna.org/bugs/?17755 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17722] techlevel 100 -- more messages than needed at game start
URL: http://gna.org/bugs/?17722 Summary: techlevel 100 -- more messages than needed at game start Project: Freeciv Submitted by: alocritani Submitted on: dom 13 feb 2011 13:35:37 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: when starting a new game with techlevel 100 following messages appear (-- string added by me): --Learned Masonry. Scientists do not know what to research next. Discovery of Monarchy makes the government form Monarchy available. You may want to start a revolution. Discovery of The Republic makes the government form Republic available. You may want to start a revolution. Great philosophers from all the world join your civilization: you get an immediate advance. --Learned Magnetism. Scientists do not know what to research next. Discovery of Democracy makes the government form Democracy available. You may want to start a revolution. The people are pleased to hear that your scientists finally know about railroads. Workers spontaneously gather and upgrade all cities with railroads. Discovery of Communism makes the government form Communism available. You may want to start a revolution. Why are we getting the two -- marked lines? ___ Reply to this item at: http://gna.org/bugs/?17722 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17723] no civ after make install
URL: http://gna.org/bugs/?17723 Summary: no civ after make install Project: Freeciv Submitted by: alocritani Submitted on: dom 13 feb 2011 13:40:25 GMT Category: general Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: there's no civ nor ser in $PATH after a make install. only freeciv-gtk2, freeciv-server, freeciv-manual and freeciv-modpack. Is it intended? ___ Reply to this item at: http://gna.org/bugs/?17723 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17724] assertion `n_cols 0 n_cols = 65535' failed
URL: http://gna.org/bugs/?17724 Summary: assertion `n_cols 0 n_cols = 65535' failed Project: Freeciv Submitted by: alocritani Submitted on: dom 13 feb 2011 13:44:07 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: In client gtk2, as soon as new game starts: (freeciv-gtk2:3808): Gtk-CRITICAL **: gtk_table_resize: assertion `n_cols 0 n_cols = 65535' failed ___ Reply to this item at: http://gna.org/bugs/?17724 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17725] Is everything in Controls section of help still valid?
URL: http://gna.org/bugs/?17725 Summary: Is everything in Controls section of help still valid? Project: Freeciv Submitted by: alocritani Submitted on: dom 13 feb 2011 14:01:41 GMT Category: docs Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: In controls section of help is written Shift-Left-click:Copy production (GTK) Shift-Right-click on city: Paste production into city (GTK) Are these keys still valid? I was unable to use them... and also: Area Selection mode (GTK): [...] Shift-Right-click:Paste production into highlighted cities I think is not clear: which production will be pasted into the cities? ___ Reply to this item at: http://gna.org/bugs/?17725 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17733] ToAlliesOnly toggle button's appearance
URL: http://gna.org/bugs/?17733 Summary: ToAlliesOnly toggle button's appearance Project: Freeciv Submitted by: alocritani Submitted on: lun 14 feb 2011 07:38:01 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: When joining a network game the ToAlliesOnly toggle button appears; *sometimes* it do not appears on the client that is also acting as server. ie: you start 2 clients on a machine; in 1st you start a new game, in 2nd you join the existing local game. client #1 do not have the button, client #2 do have the button. another strange behaviour is that *sometimes* if you start a solo game the button is there (it shouldn't be there in solo games) but if you leave and start a new solo game, button disappears. sorry for not be very accurate regarding *when* it happens, I've tried to find a pattern but failed. ___ Reply to this item at: http://gna.org/bugs/?17733 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17734] small window when typing in nation window
URL: http://gna.org/bugs/?17734 Summary: small window when typing in nation window Project: Freeciv Submitted by: alocritani Submitted on: lun 14 feb 2011 07:38:37 GMT Category: client-gtk-2.0 Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: On nation selection window, if you start typing a window appears. What is the purpouse of this small window? Whould be nice to use this window for jumping to the nation name you're typing. ___ Reply to this item at: http://gna.org/bugs/?17734 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17684] Loading a savegame with rule locked displays an error
URL: http://gna.org/bugs/?17684 Summary: Loading a savegame with rule locked displays an error Project: Freeciv Submitted by: alocritani Submitted on: mer 09 feb 2011 08:36:15 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: the error is Error restoring 'migration': The setting 'migration' is locked by the ruleset. ___ Reply to this item at: http://gna.org/bugs/?17684 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17685] bulbs per turn not always displayed on map view tooltip
URL: http://gna.org/bugs/?17685 Summary: bulbs per turn not always displayed on map view tooltip Project: Freeciv Submitted by: alocritani Submitted on: mer 09 feb 2011 08:39:23 GMT Category: client-gtk-2.0 Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: None Planned Release: ___ Details: if technology upkeep is set in ruleset (like the experimental one), clicking on the area behind small map, info about current research speed is displayed like bulbs per turn: 2 - 0 = 2 and similar infos are also displayed in research tab If no technology upkeep is set (like the default one), there's no quick way to read the same info without opening research tab. related to #16481 ___ Reply to this item at: http://gna.org/bugs/?17685 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17685] bulbs per turn not always displayed on map view tooltip
Follow-up Comment #1, bug #17685 (project freeciv): trying to make the link to the previous request... related to tracker #16481 ___ Reply to this item at: http://gna.org/bugs/?17685 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17665] Missing README.ruleset_* in 2.3.0 beta3
URL: http://gna.org/bugs/?17665 Summary: Missing README.ruleset_* in 2.3.0 beta3 Project: Freeciv Submitted by: alocritani Submitted on: lun 07 feb 2011 12:01:08 GMT Category: general Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta3 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Missing README.ruleset_experimental and README.ruleset_multiplayer in 2.3.0 beta3's tarball ___ Reply to this item at: http://gna.org/bugs/?17665 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17653] 2.3.0 beta 2 - make failed
URL: http://gna.org/bugs/?17653 Summary: 2.3.0 beta 2 - make failed Project: Freeciv Submitted by: alocritani Submitted on: sab 05 feb 2011 09:53:32 GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 beta2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I've seen that on sourceforge there is the beta 2 of 2.3.0 and also on wiki there's a changelog page for this beta, but no announcement nor news on main page of wiki. anyway, doing a simple ./configure and then a make, on ubuntu 9.10, the make procedure fails with the following error: Leaving directory `/home/angelo/freeciv-2.3.0-beta2/po' Making all in doc make[2]: Entering directory `/home/angelo/freeciv-2.3.0-beta2/doc' Making all in man make[3]: Entering directory `/home/angelo/freeciv-2.3.0-beta2/doc/man' make[3]: *** No rule to make target `freeciv-gtk2.6', needed by `all-am'. Stop. make[3]: Leaving directory `/home/angelo/freeciv-2.3.0-beta2/doc/man' make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory `/home/angelo/freeciv-2.3.0-beta2/doc' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/angelo/freeciv-2.3.0-beta2' make: *** [all] Error 2 ___ Reply to this item at: http://gna.org/bugs/?17653 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17442] Twice the same maps in new game even if switch off the server
Follow-up Comment #3, bug #17442 (project freeciv): Same behaviour for me. setting 0 (zero) to mapseed or gameseed doesn't seem to save 0 (zero) into config file. Changed in config file manually and it started working ___ Reply to this item at: http://gna.org/bugs/?17442 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17454] Hidden map
URL: http://gna.org/bugs/?17454 Summary: Hidden map Project: Freeciv Submitted by: alocritani Submitted on: lun 10 gen 2011 12:29:37 GMT Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3beta1 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: An option can be added to let the map expand when user start exploring. At the moment the map is hidden (black) but you already know how big is it. Just to recreate feeling like 'discovery of new world', where you have no idea at all if there was 'space' for another continent or not. ___ Reply to this item at: http://gna.org/bugs/?17454 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17436] .freeciv directory not read
URL: http://gna.org/bugs/?17436 Summary: .freeciv directory not read Project: Freeciv Submitted by: alocritani Submitted on: sab 08 gen 2011 09:09:13 GMT Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3beta1 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: with default ./configure make make install ruleset defined in home/.freeciv are not read at startup: the ruleset doesn't appear in the ruleset list. If the client is started inside .freeciv directory then the ruleset is present in the list ___ Reply to this item at: http://gna.org/bugs/?17436 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17436] .freeciv directory not read
Follow-up Comment #2, bug #17436 (project freeciv): tried but not working: still not present in ruleset list ___ Reply to this item at: http://gna.org/bugs/?17436 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16557] Treaty level
URL: http://gna.org/bugs/?16557 Summary: Treaty level Project: Freeciv Submitted by: alocritani Submitted on: Saturday 08/28/2010 at 08:57 Category: client-gtk-2.0 Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: If you propose to other nation a treaty you already have with them, in the chat panel appears: Illegal treaty suggested between Roman and Bengali - they already have this treaty level. I propose to gray out in the client the treaty you already have ___ Reply to this item at: http://gna.org/bugs/?16557 ___ 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 #16558] Display ZOCs
URL: http://gna.org/bugs/?16558 Summary: Display ZOCs Project: Freeciv Submitted by: alocritani Submitted on: Saturday 08/28/2010 at 09:00 Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Add an option to display ZOCs of all units: this way can be easier to displace units in order to form like a wall of zoc, to avoid enemies reach certain areas. ___ Reply to this item at: http://gna.org/bugs/?16558 ___ 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 #16559] Display no-citybuilding area
URL: http://gna.org/bugs/?16559 Summary: Display no-citybuilding area Project: Freeciv Submitted by: alocritani Submitted on: Saturday 08/28/2010 at 09:03 Category: client-gtk-2.0 Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: The citymindist force the minimum distance between cities. Can the area where you cannot build city be displayed in a special way? this area should be all squares within citymindist squares from other cities. in that way will be easier to plan where you can build your city without having to manually count citymindist squares from all nearby cities. ___ Reply to this item at: http://gna.org/bugs/?16559 ___ 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 #16560] Unable to compile trunk r17876
URL: http://gna.org/bugs/?16560 Summary: Unable to compile trunk r17876 Project: Freeciv Submitted by: alocritani Submitted on: Saturday 08/28/2010 at 10:15 Category: client-gtk-2.0 Severity: 4 - Important Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: running autogen.sh and the make returns [...] make[3]: Entering directory `/home/angelo/freeciv-trunk/data/flags' make[3]: *** No rule to make target `khazar.png', needed by `all-am'. Stop. ___ Reply to this item at: http://gna.org/bugs/?16560 ___ 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 #16566] Combat menu for workers
URL: http://gna.org/bugs/?16566 Summary: Combat menu for workers Project: Freeciv Submitted by: alocritani Submitted on: Saturday 08/28/2010 at 16:47 Category: client-gtk-2.0 Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: The combat menu for workers shows (see image) * Build Fortress * Build Airbase * Build Base ** Build Fortress ** Build Airbase ** Build Buoy What's the purpose of Build Base submenu? And I think it should be grayed out if no base can be built ___ File Attachments: --- Date: Saturday 08/28/2010 at 16:47 Name: Combat_Menu_for_workers.png Size: 39kB By: alocritani http://gna.org/bugs/download.php?file_id=10050 ___ Reply to this item at: http://gna.org/bugs/?16566 ___ 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 #16499] Space wasted on Messages tab in small widgets layout
Follow-up Comment #3, bug #16499 (project freeciv): sorry, how are you been able to put messages tab BELOW chat tab? with 2.2.2 I'm only able to put them NEXT each other, also with option Arrange widgets for small displays enabled ___ Reply to this item at: http://gna.org/bugs/?16499 ___ 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 #16515] Overview options
URL: http://gna.org/bugs/?16515 Summary: Overview options Project: Freeciv Submitted by: alocritani Submitted on: Sunday 08/22/10 at 15:10 Category: client-gtk-2.0 Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I'd like to see implemented small buttons in order to activate/deactivate the overview layers (border, terrain, units, cities) without having to select Game-Option-Local client-Overview tab. ___ Reply to this item at: http://gna.org/bugs/?16515 ___ 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 #16480] Help button on research window
URL: http://gna.org/bugs/?16480 Summary: Help button on research window Project: Freeciv Submitted by: alocritani Submitted on: Wednesday 08/18/10 at 18:54 Category: client-gtk-2.0 Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: in the research window the help button (view screenshot) seems to do nothing. if this is true, it should be removed ___ File Attachments: --- Date: Wednesday 08/18/10 at 18:54 Name: help_button.png Size: 22kB By: alocritani http://gna.org/bugs/download.php?file_id=9914 ___ Reply to this item at: http://gna.org/bugs/?16480 ___ 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 #16481] Display research speed on main window
URL: http://gna.org/bugs/?16481 Summary: Display research speed on main window Project: Freeciv Submitted by: alocritani Submitted on: Wednesday 08/18/10 at 19:01 Category: client-gtk-2.0 Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I think that the research speed should be added somewhere in main (map) window. My idea is to put it in the tooltip that appears when keeping mouse over the lamp, near nuclear winter indicator ___ Reply to this item at: http://gna.org/bugs/?16481 ___ 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 #16480] Help button on research window
Follow-up Comment #2, bug #16480 (project freeciv): You're right, sorry... but maybe a tooltip can be added to explain this function... ___ Reply to this item at: http://gna.org/bugs/?16480 ___ 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 #16454] suggestion about citymindist - only consider same team in calculation
Follow-up Comment #2, bug #16454 (project freeciv): regarding point 1. maybe the citymindist can apply only for same team or player (so avoiding alliances), but in that case point 2 applies between every nation. regarding FOW sometimes disabling it can not be enough: think about a city beyond a deep ocean and I am unable to explore the area in order to discover it. the city will enforce the citymindist and I can't build my own city. ___ Reply to this item at: http://gna.org/bugs/?16454 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev