[Freeciv-Dev] [patch #1255] Kingdom of Prester John (fictional nation)

2010-08-25 Thread Ann

Follow-up Comment #15, patch #1255 (project freeciv):

It looks nice.  Don't forget it was located to the east in the early days,
but its location moved as the east became better known.

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[Freeciv-Dev] [patch #1255] Kingdom of Prester John (fictional nation)

2010-08-24 Thread Ann

Follow-up Comment #13, patch #1255 (project freeciv):

Looks good, but maybe some color?

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[Freeciv-Dev] [patch #1250] Republic of Malta

2010-08-22 Thread Ann

Follow-up Comment #5, patch #1250 (project freeciv):

I would have liked to include a leader from every era, but if the translation
issue is a blocking one, this is preferable to waiting until a translation can
be found.

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[Freeciv-Dev] [patch #1255] Kingdom of Prester John (fictional nation)

2010-08-22 Thread Ann

Follow-up Comment #11, patch #1255 (project freeciv):

Just a plain brown cross on the white background would probably work, but I'm
quite open to suggestions, especially ones accompanied by an image...

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Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-15 Thread Ann Barcomb
On Sat, 14 Aug 2010, Daniel Markstedt wrote:

 One idea that I've had for some time is to redesign the UI so that you
 can filter nations based on several criteria at once, with a simple
 example being African AND Modern. Perhaps by making each group a
 checkbox rather than a tab.

I think this would be a good solution.

How did some countries end up not belonging to any era?  Is it possible
to put them into one, or is it problematic because they never really
existed as independent entities?

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Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-15 Thread Ann Barcomb

On Sun, 15 Aug 2010, David Lowe wrote:


So this currently exists in 2.1+ ?  Although it doesn't seem to help 
the case of a player looking for a specific nation if they don't remember the 
name...


I think that situation is most likely to occur when the player is looking
for the nation name based upon what it is called in English, but the
nation name is something completely different in the native language.
For instance, I might not remember that Nez Percé is listed under
Nimíipuu, but if I know that it's from North America and roughly
what time period it existed, I could probably find it by process of
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Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread Ann Barcomb
Could we maybe start a patch, or discussion board discussion of this?
That would allow others who haven't previously expressed an interest
to join in.

 Ann
 David

 On the other hand, more divisions are needed, as the number of nations grows.
   ?!?  It is not obvious to me more of one necessitates more of the 
 other.  Can you explain please?  Also, the only periods that i feel are 
 significant in game terms are those that have associated city tilesets: 
 Ancient, Medieval, Modern.  Are you suggesting that the artists contribute 
 more categories of city tiles?

This is just my personal feeling.

I consider the time periods not in terms of tilesets, but in terms
of categorization, similar to the continent grouping, which has no
impact on tileset, but is used to help someone find the nation that
they are looking for.

Thus, as the number of nations grows, it becomes more difficult to
find the nation you're looking for if you maybe don't remember the 
name but do want to reduce the scope of your search through the
use of categories.  Of course making more time-related categories
is simply one solution to that problem; making it possible to search
the descriptions would be another solution.  It would be equally possible
to categorize countries on the basis of the colours which are present
in the flag.

I haven't studied the code much, however, so I don't know if the time
periods have some other impact.  From the earlier comment by mixcoatl,
I got the impression that random opponents were chosen from the same
time period.  If time periods have more of a meaning than I think, it
could be nice to expand them in order to be clearer about conflicting
nations.

For me it's just about being able to search through a smaller subset,
however.

- A

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[Freeciv-Dev] [patch #1698] Dahomey nation

2010-08-13 Thread Ann

Follow-up Comment #9, patch #1698 (project freeciv):

The term early modern does have a definition, in the sense that it is used
to refer to the years named in European history.  So in that sense it is not
open to interpretation: it begins with a break from the past (widespread
access to books/the Protestant reformation/discovery of the new world), and
ends with more disruption (French revolution/mass industrialization).

I'm less certain about that modern/contemporary distinction, which I would
suggest might be dated to the fall of the Berlin wall...but I never studied
modern history, so I am much less sure of this division.  It may be that it
is as closely defined in the eyes of modern historians as the term 'early
modern.'

The problem, of course, with any division which is made, is that the
divisions are made on the basis of European history (as they already are, to
some extent).  The more fine-grained the divisions become, the more the
history of just one region is highlighted.

On the other hand, more divisions are needed, as the number of nations grows.

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[Freeciv-Dev] [patch #1308] Nations: holy see and cyprus

2010-07-24 Thread Ann

Follow-up Comment #3, patch #1308 (project freeciv):

I added some line breaks to the legend and the leader sex in the holy see.  I
don't think the original author is aware of this ticket.

(file #9553)
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[Freeciv-Dev] [patch #1308] Nations: holy see and cyprus

2010-07-24 Thread Ann

Follow-up Comment #4, patch #1308 (project freeciv):

Only long line seen in Cypriot was ruler_titles, and only way to change that
was by removing formatting.

(file #9554)
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[Freeciv-Dev] [patch #1703] Nimíipuu (Nez P ercé) nation

2010-07-24 Thread Ann

Follow-up Comment #3, patch #1703 (project freeciv):

Looks really nice (nicer than the original, I think).  The detail in the seal
would be lost anyway.

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[Freeciv-Dev] [patch #1255] Kingdom of Prester John (fictional nation)

2010-07-23 Thread Ann

Follow-up Comment #8, patch #1255 (project freeciv):

I'm sure I've mentioned how much I suck at creating images...

I used the Maltese cross as the base:
Maltese cross by AnonMoos, public domain (Wikipedia)
http://en.wikipedia.org/wiki/File:Maltese-Cross-Heraldry.svg

Then I applied a 'wood' effect to the cross because a wooden cross (similar
to the Maltese cross) is what they were supposed to have carried into
battle.

Funny thing is, I thought I had done it in Inkscape, as that's the only SVG
editor I have installed.  

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[Freeciv-Dev] [patch #1255] Kingdom of Prester John (fictional nation)

2010-07-23 Thread Ann

Follow-up Comment #9, patch #1255 (project freeciv):

Oh, I also made it brown instead of black, and put it on a white background. 

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[Freeciv-Dev] [patch #1698] Dahomey

2010-07-13 Thread Ann

Follow-up Comment #4, patch #1698 (project freeciv):

I like the heads in the basket.

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[Freeciv-Dev] [patch #1698] Dahomey

2010-07-13 Thread Ann

Follow-up Comment #5, patch #1698 (project freeciv):

Could you please change the title of this patch to add 'nation' at the end? 
I forgot to do that (after asking people to do this for ease of searching).

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[Freeciv-Dev] [patch #1703] Nimíipuu (Nez P ercé)

2010-07-13 Thread Ann

Follow-up Comment #1, patch #1703 (project freeciv):

Could you please change the title of this patch to add 'nation' at the end? 
I forgot to do that (after asking people to do this for ease of searching).

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[Freeciv-Dev] [patch #1698] Dahomey

2010-07-11 Thread Ann

Follow-up Comment #2, patch #1698 (project freeciv):

It looks a lot better than my version.  I think the central figure and the
swords are nice.  The heads look a bit more headlike than in the original,
but I can't imagine anyone will see that when it has been shrunk.

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[Freeciv-Dev] [patch #1703] Nimíipuu (Nez P ercé)

2010-06-12 Thread Ann

URL:
  http://gna.org/patch/?1703

 Summary: Nimíipuu (Nez Percé)
 Project: Freeciv
Submitted by: kudra
Submitted on: Saturday 06/12/2010 at 20:36
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Here is a ruleset for the Nez Perce which is lacking a flag.  I had been
holding off with it because of my limited graphical abilities.  I hope that
someone can be of assistance.

There is an image which has been released from copyright at
http://en.wikipedia.org/wiki/File:Bandera_Nez_Perc%C3%A9.PNG but it is in the
wrong format.



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---
Date: Saturday 06/12/2010 at 20:36  Name: nimiipuu.ruleset  Size: 3kB   By:
kudra

http://gna.org/patch/download.php?file_id=9316

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[Freeciv-Dev] [patch #1250] Republic of Malta

2010-06-09 Thread Ann

Follow-up Comment #2, patch #1250 (project freeciv):

I suppose the Hospitaller period was the closest to being an independent
dynasty before the modern era, but that's post-medieval.  I will remove the
ancient and medieval groups.  

I looked at the other issue you mentioned but have not been able to find
translations for Justinian I, Leo III, or Said ibn Husayn.  The Maltese
wikipedia pages cover these periods fairly quickly.

(file #9290)
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[Freeciv-Dev] [patch #1698] Dahomey

2010-06-09 Thread Ann

URL:
  http://gna.org/patch/?1698

 Summary: Dahomey
 Project: Freeciv
Submitted by: kudra
Submitted on: Thursday 06/10/2010 at 01:26
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

This is the kingdom of Dahomey, which was located in what is now the southern
third of Benin.  Although the period for this nation could be considered
early modern I have listed it as medieval since Benin would be the modern
nation for this region.

Daniel, this is the flag I was hoping that you could take a look at.  I've
attached my attempt, but I'm sure it can be improved.  Because each king had
his own flag, I based this on a flag which was sent from Dahomey to the king
of Portugal:
http://www.museeouidah.org/Photo-FlagOfDahomey.htm
I tried to depict just the middle figure, the basket, and some heads.  I left
off the swords because I didn't think they'd work well if they were reduced.



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---
Date: Thursday 06/10/2010 at 01:26  Name: dahoman.ruleset  Size: 3kB   By:
kudra

http://gna.org/patch/download.php?file_id=9291
---
Date: Thursday 06/10/2010 at 01:26  Name: dahomey.svg  Size: 743kB   By:
kudra

http://gna.org/patch/download.php?file_id=9292

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[Freeciv-Dev] [patch #1247] Dryad (fictional nation)

2010-06-06 Thread Ann

Follow-up Comment #2, patch #1247 (project freeciv):

Less complex designs generally do look better in those tiny pngs.  Looks fine
to me, and I think the colour combination is not very common, either.

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[Freeciv-Dev] [patch #1245] Chananea (fictional nation)

2010-05-31 Thread Ann

Follow-up Comment #2, patch #1245 (project freeciv):

I am totally neutral on the subject of the flag, provided it is another
person who has to do the drawing and not me!  If it were up to me, I'd submit
my nations without flags and let someone else take care of the art...

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[Freeciv-Dev] [patch #1239] Add fictional nation: vampire

2010-05-30 Thread Ann

Follow-up Comment #2, patch #1239 (project freeciv):

Confirmed.

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[Freeciv-Dev] [bug #14650] blank rectangle on screen

2010-03-28 Thread Ann

Follow-up Comment #2, bug #14650 (project freeciv):

I haven't seen this problem in the current release.

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[Freeciv-Dev] [bug #14549] Crash - unknown cause

2010-03-28 Thread Ann

Follow-up Comment #11, bug #14549 (project freeciv):

I haven't seen this in the current version yet.

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[Freeciv-Dev] [patch #1255] Kingdom of Prester John (fictional nation)

2010-02-21 Thread Ann

Follow-up Comment #4, patch #1255 (project freeciv):

That is a good idea.  I looked at the map and wrote down cities as best as I
could (with the resolution it is sometimes difficult to do this accurately)
and added them to the ruleset.  There should be no shortage of cities now.

(file #8200)
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[Freeciv-Dev] [bug #14549] Crash - unknown cause

2010-01-24 Thread Ann

Follow-up Comment #10, bug #14549 (project freeciv):

I haven't seen it for a while, but I also haven't been playing freeciv much
lately, so that's not very conclusive.

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[Freeciv-Dev] [patch #1249] Emirate of Granada

2010-01-13 Thread Ann

Follow-up Comment #2, patch #1249 (project freeciv):

Yours is much more detailed than mine.  It's fine with me if this replaces
it; the flag is more appropriate for this one as well.

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[Freeciv-Dev] [patch #1244] Morocco

2010-01-10 Thread Ann

Follow-up Comment #4, patch #1244 (project freeciv):

Maybe there's only one place they SHOULD be posted, but this isn't the only
place they are posted :P

I did submit the Moors already, as the Emirate of Granada (patch 1249).  It's
in with that bunch of nations that somehow didn't get assigned to you (1245,
1247-1250, 1255, 1308).

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[Freeciv-Dev] [patch #1244] Morocco

2010-01-09 Thread Ann

Follow-up Comment #2, patch #1244 (project freeciv):

There are too many different places for posting, which makes it hard to be
aware existing patches...I know I've made some duplicate nations as well.

I would think it is best to let the author know about the existing patch and
see if there are any suggestions for modifications (on the list of cities and
leaders Qabba Zakaria is probably more of an authority than I am).  Otherwise
I could merge them, but only if I get the data in non-proprietary format.

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[Freeciv-Dev] [patch #1314] Nation: Botswana

2010-01-07 Thread Ann

Follow-up Comment #3, patch #1314 (project freeciv):

I have July 13, 1980 – March 31, 1998 for Quett Masire; only Festus Mogae
and Ian Khama are still living.  I have removed Ian Khama and left Festus
Mogae.  I added Sebele and Bathoen, two chiefs of pre-Botswana Bechuanaland
at the time it became a British protectorate.

(file #7627)
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[Freeciv-Dev] [patch #1257] Uganda

2010-01-05 Thread Ann

Additional Item Attachment, patch #1257 (project freeciv):

File name: ugandan.rulesetSize:2 KB


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[Freeciv-Dev] [patch #1257] Uganda

2010-01-04 Thread Ann

Follow-up Comment #2, patch #1257 (project freeciv):

* I've removed one of the spaces between sentences in the ruleset (I was
taught to type on a typewriter, when two spaces was the correct way to do
it).
* I have removed Yoweri Museveni to limit the rulers to one living person.  I
think there's a bit of a shortage of female rulers (which I find annoying when
I'm playing), so I left Wandira.
* I already had a bit of an explanation of the titles, but have added a more
detailed one.  I'm not sure how to indicate that the comments are for
translators--is this done by adding the keyword 'TRANS' or is there another
mechanism?  I have just left them as ordinary comments for the time being.

(file #7602)
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[Freeciv-Dev] [bug #14901] Fog of war obscures own unit

2009-12-07 Thread Ann

URL:
  http://gna.org/bugs/?14901

 Summary: Fog of war obscures own unit
 Project: Freeciv
Submitted by: kudra
Submitted on: Monday 12/07/2009 at 22:29
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: None

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Details:

In this screenshot, the fog of war obscures my boat (I am American and allied
with Romanians).  This is with Freeciv version 2.1.9 gui-gtk-2.0.  When I quit
civclient and started the game from the save, the bug was no longer visible.




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File Attachments:


---
Date: Monday 12/07/2009 at 22:29  Name: shaded_boat.png  Size: 157kB   By:
kudra

http://gna.org/bugs/download.php?file_id=7464
---
Date: Monday 12/07/2009 at 22:29  Name: american3.sav.gz  Size: 121kB   By:
kudra

http://gna.org/bugs/download.php?file_id=7465

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[Freeciv-Dev] [bug #14839] 'unseen territory' prevents seeing unrelated information

2009-11-25 Thread Ann

URL:
  http://gna.org/bugs/?14839

 Summary: 'unseen territory' prevents seeing unrelated
information
 Project: Freeciv
Submitted by: kudra
Submitted on: Wednesday 11/25/2009 at 22:22
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

___

Details:

I've attached a game which I've been playing with Freeciv version 2.1.9
gui-gtk-2.0.  If you use one of the catapults outside of Ashur to attack the
city, the defending unit pops up, as usual.  However, because the square to
the north of the city is unknown territory, and the top part of the defending
unit overlaps that square, the top part of the defending unit isn't
seen--which has the practical effect of making it impossible to see how much
damage you're causing and whether you are attacking fresh troops or wounded
ones.  Since this information is available in all other cases when you attack
a city, it seems unlikely that it is by design that you cannot see this
information simply because you haven't viewed some terrain.  A similar
problem occurs when you encounter a ship and the area around it is black; you
are unable to see what nation owns the ship because the shield is obscured. 



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File Attachments:


---
Date: Wednesday 11/25/2009 at 22:22  Name: koreans3.sav.gz  Size: 63kB   By:
kudra

http://gna.org/bugs/download.php?file_id=7373

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[Freeciv-Dev] [patch #1350] Some nations

2009-11-21 Thread Ann

Follow-up Comment #4, patch #1350 (project freeciv):

All svg files are public domain, but the URL South Ossetia is: 

http://commons.wikimedia.org/wiki/File:Flag_of_South_Ossetia.svg

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[Freeciv-Dev] [bug #14812] Unable to click on research technologies

2009-11-21 Thread Ann

URL:
  http://gna.org/bugs/?14812

 Summary: Unable to click on research technologies
 Project: Freeciv
Submitted by: kudra
Submitted on: Saturday 11/21/2009 at 12:42
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: None

___

Details:

2.1.9 (gtk), when installed on Fedora 12 (observed on 2 different machines)
no longer permits clicking on technologies to start research.  This is the
case regardless of whether it is an immediate technology or a later
technology.  Technologies can still be selected from the drop-down menu.




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[Freeciv-Dev] [bug #14650] blank rectangle on screen

2009-10-31 Thread Ann

URL:
  http://gna.org/bugs/?14650

 Summary: blank rectangle on screen
 Project: Freeciv
Submitted by: kudra
Submitted on: Saturday 10/31/2009 at 13:40
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

___

Details:

Observed on current release (Freeciv version 2.1.9 gui-gtk-2.0); I do not
know how to replicate it.  The two screenshots show how a rectangle appears
to be written once with the background texture, and is never rewritten, no
matter what later occupies that space.  Leaving the game had no effect, but
quitting civclient did, in that when I started the game again the effect was
gone.



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File Attachments:


---
Date: Saturday 10/31/2009 at 13:40  Name: more_visible.png  Size: 267kB   By:
kudra

http://gna.org/bugs/download.php?file_id=7177

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[Freeciv-Dev] [bug #14650] blank rectangle on screen

2009-10-31 Thread Ann

Additional Item Attachment, bug #14650 (project freeciv):

File name: reduced_unwritten_bar.png  Size:523 KB


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[Freeciv-Dev] [bug #14650] blank rectangle on screen

2009-10-31 Thread Ann

Additional Item Attachment, bug #14650 (project freeciv):

File name: spy_box.pngSize:984 KB


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[Freeciv-Dev] [patch #1350] Some nations

2009-10-31 Thread Ann

Follow-up Comment #1, patch #1350 (project freeciv):

Modifications made to the legends in the rulesets by a native (American)
English speaker.  However, I seem to recall that several nations in this
region had already been added to trunk, so I'm not sure if these are unique
entries.

(file #7191, file #7192, file #7193, file #7194)
___

Additional Item Attachment:

File name: abkhaz.ruleset Size:1 KB
File name: chechen.rulesetSize:2 KB
File name: bashkir.rulesetSize:2 KB
File name: mordvin.rulesetSize:1 KB


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[Freeciv-Dev] [patch #1350] Some nations

2009-10-31 Thread Ann

Additional Item Attachment, patch #1350 (project freeciv):

File name: ossetian.ruleset   Size:2 KB
File name: tatar.ruleset  Size:2 KB


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[Freeciv-Dev] [bug #14589] extra (blank) report appears sometimes

2009-10-23 Thread Ann

URL:
  http://gna.org/bugs/?14589

 Summary: extra (blank) report appears sometimes
 Project: Freeciv
Submitted by: kudra
Submitted on: Friday 10/23/2009 at 15:26
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

___

Details:

I have observed this bug in the current release but don't know if it can also
be found on trunk.

As you can see from the screenshot, there is an extra report which can't be
clicked on or gotten rid of.  This sometimes appears when a AI unit proposes
a treaty, which I ignore, and shortly thereafter another AI proposes a
treaty.

If the game is loaded from the most recent saved version, the extra report is
not present (as expected, since report positions are not saved).  I have
attached a saved game from shortly before this happened, but I do not know if
this will enable you to reproduce it.



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File Attachments:


---
Date: Friday 10/23/2009 at 15:26  Name: civgame+1100.sav.gz  Size: 70kB   By:
kudra

http://gna.org/bugs/download.php?file_id=7079
---
Date: Friday 10/23/2009 at 15:26  Name: extra_msg_bar.png  Size: 58kB   By:
kudra

http://gna.org/bugs/download.php?file_id=7080

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[Freeciv-Dev] [bug #14275] Crash when entering black square (2.1.9)

2009-10-22 Thread Ann

Additional Item Attachment, bug #14275 (project freeciv):

File name: small_black_square.png Size:168 KB


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[Freeciv-Dev] [bug #14275] Crash when entering black square (2.1.9)

2009-10-22 Thread Ann

Follow-up Comment #14, bug #14275 (project freeciv):

I know there's been a fix for this bug already but I thought I'd add a few
details just in case this isn't the same as the other bug.

I've attached a screenshot of the black square from a different game.  In
that game I am allied with the Spanish.  If I removed shared vision, and
cancel the treaty with them, then wait a turn until they remove vision from
me, the black square remains and it still causes a crash when I enter the
square.  However, if I load the saved version of the game, the square is
displayed normally.

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[Freeciv-Dev] [bug #14275] Crash when entering black square (2.1.9)

2009-10-22 Thread Ann

Follow-up Comment #15, bug #14275 (project freeciv):

Also, here is a saved game one turn before vision was shared.

(file #7060)
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File name: civgame+0400.sav.gzSize:54 KB


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[Freeciv-Dev] [bug #14549] Crash - unknown cause

2009-10-20 Thread Ann

Follow-up Comment #6, bug #14549 (project freeciv):

Today I had it again.  This time I had selected a group of cities and
instructed them to build mass transit first.  This is completely different
from what happened last time it crashed, which suggests, as the report
indicates, that it is happening some time before the event which eventually
crashes it.  This unfortunately makes it difficult to reproduce. 
Unfortunately this machine (not mine) doesn't have gdb installed so I can't
try running the game that way.

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[Freeciv-Dev] [bug #14533] Explorer does not exhaust movement on railroad

2009-10-18 Thread Ann

Follow-up Comment #4, bug #14533 (project freeciv):

In this saved game, there is a Spanish explorer in the territory of Denmark. 
To replicate the problem, command the explorer to 'x'.  In 2.1.9, the explorer
will move a few paces, then focus will move to the transport.  After you do
something with the transport, focus will again return to the same explorer. 
If you hit 'x' again he will then cover additional territory.

(file #7026)
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Additional Item Attachment:

File name: example_railroad.sav.gzSize:86 KB


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[Freeciv-Dev] [bug #14533] Explorer does not exhaust movement on railroad

2009-10-17 Thread Ann

Follow-up Comment #2, bug #14533 (project freeciv):

This is in the most recent release, not trunk.  
Unfortunately I don't have a test game to compare it in trunk although I can
try later to make one (play at easy, make peace but no alliances with AIs,
don't explore their land until after you are sure they have railroad).

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[Freeciv-Dev] [bug #14549] Crash - unknown cause

2009-10-17 Thread Ann

URL:
  http://gna.org/bugs/?14549

 Summary: Crash - unknown cause
 Project: Freeciv
Submitted by: kudra
Submitted on: Saturday 10/17/2009 at 17:03
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

___

Details:

This was with freeciv 2.1.5 gui-gtk-2.0.  I'm not sure what sparked this
crash.  I'm attaching the savegame but I don't know how much before the crash
it was made or how to replicate the crash so it is probably not very useful.

The error was 'BadIDChoice (invalid resource ID chosen for this
connection)'.
  (Details: serial 130919465 error_code 14 request_code 153 minor_code 4)
  (Note to programmers: normally, X errors are reported asynchronously;
   that is, you will receive the error a while after causing it.
   To debug your program, run it with the --sync command line
   option to change this behavior. You can then get a meaningful
   backtrace from your debugger if you break on the gdk_x_error() function.)




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File Attachments:


---
Date: Saturday 10/17/2009 at 17:03  Name: civgame+0800.sav.gz  Size: 53kB  
By: kudra

http://gna.org/bugs/download.php?file_id=7021

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[Freeciv-Dev] [bug #14452] Wonders binding other buildings effects

2009-10-16 Thread Ann

Follow-up Comment #2, bug #14452 (project freeciv):

I would suggest a modification of 2, namely that the player can always choose
to build the building, but that it will never be automatically chosen for
building if the city worklist runs out.  I've always found it quite annoying
when a city decides to start building barracks despite the fact that I have
Sun Tzu's War Academy--it's just not a logical thing to do.

It might also be nice to give a visual clue to the player that the buildings
are currently not useful.  Rather than the crossed-out name that you see
currently with cathedrals (which suggests that it can't be built) it could
perhaps be somewhat lighter in colour, or in italics, etc.  Another option
would be to have an option like the 'show future options', ie 'show buildings
made redundant by wonders'.

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[Freeciv-Dev] [bug #14275] Crash when entering black square (2.1.9)

2009-10-15 Thread Ann

Follow-up Comment #6, bug #14275 (project freeciv):

I did not disable fog of war in my game; both times that I witnessed it I was
using default settings.  

One thing that I had in common in both my instances was that I was allied
with an AI player.



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[Freeciv-Dev] [bug #14448] Cannot accept treaty which ally approves of

2009-10-06 Thread Ann

Follow-up Comment #4, bug #14448 (project freeciv):

Is there some reason for not allowing an embassy even if they already have
one through some other means?

It's always puzzled me that some wonders are 'blocking' while others are not.
 For instance, you can't build cathedrals if you have Michelangelo's Chapel,
and you cannot create embassies if you have Marco Polo, but you can still
build barracks I and II with Sun Tzu (and cities will even start building
them if their worklists are empty) and you can still build walls in cities
even if you have the Great Wall (in fact, it's a good idea, since the wonder
is obsoleted rather quickly).  Marco Polo is also obsoleted fairly quickly,
so I can imagine that a player would want to acquire embassies by other
means.

Therefore, perhaps it would be acceptable to allow embassy creation even if
another effect already gives an embassy?

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[Freeciv-Dev] [bug #14350] Wish: multiple-point path

2009-10-04 Thread Ann

Follow-up Comment #3, bug #14350 (project freeciv):

The feature does not exist quite as requested.  Yes, you can use shift-I to
be able to make a path of irrigation, but it's not possible to pick any
waypoints.

For instance, assume that you have four squares next to each other so that
they form a larger square:

A B
C D

Starting from point A, you could make a path of ABD or ACD, but it is not
possible with shift-I to indicate that you would like to go ABDC, for
instance.

This is just a simple example; it comes up more when there are two possible
routes of reaching a more distant square but the default route shift-I gives
you goes over squares you don't want to irrigate (and there exists a
different route which goes over squares you do want to cover).

I wasn't aware of the extra G option that jtn mentioned, however, so I guess
this request only applies to worker commands such as irrigation, mines, and
road/rail.

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[Freeciv-Dev] [bug #14100] freeciv window automatically resizes after starting game, won't manually resize after

2009-10-04 Thread Ann

Follow-up Comment #2, bug #14100 (project freeciv):

Unfortunately I'm on the move and thus my server (where I run freeciv) is
packed up for a few months.  This prevents me from testing or making patches
at the moment, but I hope to look into this when I get the machine back. 
Thank you for looking into this!

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[Freeciv-Dev] [bug #14151] AI objects to you being allied with enemy when you are not

2009-10-04 Thread Ann

Follow-up Comment #2, bug #14151 (project freeciv):

In the subsequent turn, B no longer complains of you being allied and is
willing to make an alliance.  If the behavior I described is what is desired,
I would suggest changing the message as the current one doesn't make sense. 
Something more along the lines of I would like to see you keep your distance
from A for some time would be more accurate.

I'm afraid I don't have a saved game (because of not having access to my
saved games at the moment), but it should be possible to observe this with
any game where the alliances are as described.

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[Freeciv-Dev] [bug #14350] Wish: multiple-point path

2009-09-21 Thread Ann

URL:
  http://gna.org/bugs/?14350

 Summary: Wish: multiple-point path
 Project: Freeciv
Submitted by: kudra
Submitted on: Monday 09/21/2009 at 17:11
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: None

___

Details:

I would like to be able to set points along a path which would be followed
enroute to the final destination.  I envision this working for several
commands, such as g and I.  Essentially you would be able to command a unit
to go via a particular point or points, probably by either right-clicking on
the intermediate points, or by holding down a special key while left-clicking
on the points.  A normal left-click would designate the end point.  This would
be useful in several instances; for example when you have a block of four (in
a rectangle) squares to irrigate.




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[Freeciv-Dev] [bug #14352] wish: information about allies losing/gaining cities

2009-09-21 Thread Ann

URL:
  http://gna.org/bugs/?14352

 Summary: wish: information about allies losing/gaining
cities
 Project: Freeciv
Submitted by: kudra
Submitted on: Monday 09/21/2009 at 18:01
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: None

___

Details:

Sometimes I see a message about Nation A has stolen technology from Nation B.
 If Nation B or Nation A is my ally, I'd like to be able to click on that
message and see where the exchange happened.  In general it would also be
nice to optionally get information about the losses/gains of my allies so I
can see where I might like to help them reinforce a defence or press an
attack.




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[Freeciv-Dev] [bug #14353] wish: be able to specify non-direct terrain change

2009-09-21 Thread Ann

URL:
  http://gna.org/bugs/?14353

 Summary: wish: be able to specify non-direct terrain change
 Project: Freeciv
Submitted by: kudra
Submitted on: Monday 09/21/2009 at 18:10
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: None

___

Details:

Currently it is only possible to specify a terrain change which can be
directly accomplished from the current terrain: i.e. a mountain can only be
transformed into a hill, and ocean can only be transformed into a swamp.  It
would be nice to be able to specify the eventual desired terrain and have the
engineers or workers simply continue the transformation until they are
interrupted or the task is complete.




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[Freeciv-Dev] [patch #1314] Nation: Botswana

2009-09-21 Thread Ann

URL:
  http://gna.org/patch/?1314

 Summary: Nation: Botswana
 Project: Freeciv
Submitted by: kudra
Submitted on: Monday 09/21/2009 at 23:03
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

An interesting set of files, as the nation is Botswana, the people are the
Batswana, and an individual from the country is a Motswana (Bo, Ba and Mo
being prefixes).



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File Attachments:


---
Date: Monday 09/21/2009 at 23:03  Name: motswana.ruleset  Size: 1kB   By:
kudra

http://gna.org/patch/download.php?file_id=6778
---
Date: Monday 09/21/2009 at 23:03  Name: botswana.svg  Size: 297B   By: kudra

http://gna.org/patch/download.php?file_id=6779

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[Freeciv-Dev] [patch #1314] Nation: Botswana

2009-09-21 Thread Ann

Follow-up Comment #1, patch #1314 (project freeciv):

Forgot to mention: the flag is public domain, retrieved from Wikipedia and
created by user SKopp.

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[Freeciv-Dev] [bug #14313] Wish: continued exploration over known territory

2009-09-13 Thread Ann

URL:
  http://gna.org/bugs/?14313

 Summary: Wish: continued exploration over known territory
 Project: Freeciv
Submitted by: kudra
Submitted on: Monday 09/14/2009 at 00:13
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: None

___

Details:

If you have previously explored an area, and later new cities were built
(which you can see by the border lines), you need to move a unit manually
through the area in order to discover cities which have been built.  It would
be nice if the standard 'x' explore function would send units over areas that
have previously been discovered.  The priority should be to examine
undiscovered areas, but once all such areas within reach have been explored,
it would be nice to have the explorer unit(s) retrace areas.

I imagine this could be done most simply by going to areas where we are aware
of a border but not the name of the cities within the border.  A more
complicated solution would be to keep track of when a territory was last
explored, and update the oldest knowledge first.




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[Freeciv-Dev] [bug #14276] Wish: cities report does not combine categories

2009-09-10 Thread Ann

Follow-up Comment #2, bug #14276 (project freeciv):

Thanks, anonymous.

It is good that these categories exist.  However, I have three further
suggestions/wishes.

1. Spell out the names of the categories.  Some are spelled out completely
(such as 'Currently Building') so why can't '-T' be explained in full as
well, or at least when I hover over it?

2. Give more detailed information.  For instance, the G tells me only the
aggregate gold of the city, which may well be something like -10; when I'm
trying to decide whether it is worthwhile to build a bank, I want to see how
much it is producing.  It would be good if this field consisted of the same
information which is available when you click on the city.

3. Ensure that it is possible to save display preferences in the report
between games (I don't know if this is currently possible as I didn't test
it) so that it isn't necessary to re-enable desired options every time.

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[Freeciv-Dev] [bug #14277] Wish: after end of game, allow inspection

2009-09-09 Thread Ann

URL:
  http://gna.org/bugs/?14277

 Summary: Wish: after end of game, allow inspection
 Project: Freeciv
Submitted by: kudra
Submitted on: Wednesday 09/09/2009 at 20:39
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: None

___

Details:

Currently, after the game ends the fog of war is lifted so the entire map is
visible.  It would be nice if it were also possible to select cities and see
the units inside them once the game has ended (assuming the win is by
spaceship).  This is not especially important, just something which would be
nice.




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[Freeciv-Dev] [bug #14278] wish: allied victory option

2009-09-09 Thread Ann

URL:
  http://gna.org/bugs/?14278

 Summary: wish: allied victory option
 Project: Freeciv
Submitted by: kudra
Submitted on: Wednesday 09/09/2009 at 20:42
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: None

___

Details:

It would be nice to have the option of an allied victory; i.e. the game ends
when only allied nations remain.  Obviously this would need to be something
you could configure at the onset of the game.




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[Freeciv-Dev] [patch #1241] AI should not complain about its own treaty

2009-09-04 Thread Ann

Follow-up Comment #3, patch #1241 (project freeciv):

You can use my name if you like (Ann Barcomb) or continue to use 'Ann
(kudra)'.

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[Freeciv-Dev] [patch #1257] Uganda

2009-08-23 Thread Ann

URL:
  http://gna.org/patch/?1257

 Summary: Uganda
 Project: Freeciv
Submitted by: kudra
Submitted on: Sunday 08/23/2009 at 19:26
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:





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File Attachments:


---
Date: Sunday 08/23/2009 at 19:26  Name: uganda.svg  Size: 7kB   By: kudra

http://gna.org/patch/download.php?file_id=6501
---
Date: Sunday 08/23/2009 at 19:26  Name: ugandan.ruleset  Size: 3kB   By:
kudra

http://gna.org/patch/download.php?file_id=6502

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[Freeciv-Dev] [bug #14122] Civclient Crash

2009-08-20 Thread Ann

Follow-up Comment #2, bug #14122 (project freeciv):

I also just had this same crash with 2.1.9:

civclient: city.c:553: city_owner: Assertion `((void *)0) != pcity  ((void
*)0) != pcity-owner' failed.

It happened after I had conquered a city and was trying to set the production
list.  The first several items went on fine, and the fourth one crashed. 
Unfortunately, I'd stopped running freeciv in gdb just yesterday, because it
made it slow and I hadn't had a crash in a week.  It's a hard crash to
replicate so although I'm running in gdb again now I don't know if I'll get
it soon.

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[Freeciv-Dev] [patch #1238] Add nation: Toulousain

2009-08-18 Thread Ann

Follow-up Comment #5, patch #1238 (project freeciv):

Joan - I'll add Elinor and Felipa to your ruleset.
Daniel - Please close this ticket; it is merging with patch #1246.


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[Freeciv-Dev] [patch #1255] Kingdom of Prester John (fictional nation)

2009-08-18 Thread Ann

URL:
  http://gna.org/patch/?1255

 Summary: Kingdom of Prester John (fictional nation)
 Project: Freeciv
Submitted by: kudra
Submitted on: Tuesday 08/18/2009 at 11:41
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

Patch adds the medieval fictional nation known as the kingdom of Prester
John, which has been named Nestoria in this patch.



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File Attachments:


---
Date: Tuesday 08/18/2009 at 11:41  Name: nestorian.diff  Size: 15kB   By:
kudra

http://gna.org/patch/download.php?file_id=6481

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[Freeciv-Dev] [patch #1255] Kingdom of Prester John (fictional nation)

2009-08-18 Thread Ann

Follow-up Comment #2, patch #1255 (project freeciv):

The nation comes from medieval legend.  It appears for example in John
Mandeville (14th century), Otto of Freising (12th century) and the Letter of
Prester John (12th century).  From roughly the 12th until the 17th century
people believed that this country existed, although its location kept
shifting as the world became better known.  

Although more modern authors have written about Prester John, the basis for
the legend predates copyright law and details from modern works were not
included.

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[Freeciv-Dev] [bug #14151] AI objects to you being allied with enemy when you are not

2009-08-18 Thread Ann

URL:
  http://gna.org/bugs/?14151

 Summary: AI objects to you being allied with enemy when you
are not
 Project: Freeciv
Submitted by: kudra
Submitted on: Tuesday 08/18/2009 at 22:00
Category: ai
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

___

Details:

If you are allied with one nation, A, which is an enemy of B (a nation you
are at peace with), and you cancel the alliance with A and propose an
alliance with B, B says First break alliance with A.  Even if you cancel
the armistice with A, B continues to give this message.  It would appear that
B is evaluating the treaty based on the situation at the start of the turn,
not the situation when the treaty is proposed (or the message is wrong).




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[Freeciv-Dev] [patch #1238] Add nation: Toulousain

2009-08-17 Thread Ann

Follow-up Comment #3, patch #1238 (project freeciv):

Hi Joan,

I'm also neither Occitan nor an expert in Occitan history.  

My main source of information was looking at maps in one of my books (on the
history of the Cathars).  The maps were in French, hence the French names for
locations.  I thought that the County of Toulouse had rather variable
boundaries, and at one point did incorporate some of the cities you
mentioned, although I may have made a mistake in including others (Foix in
particular I considered for a while).  Part of it's the same question I had
with Granada: include the cities which are part of the country at its height,
or only those which were consistently part of the country?  I'd be happy to
use your list of cities, however, in Occitan.

The Prades I had in mind is located near Montaillou.  It was a small village
during the time in question.

As for the rulers, the source there was Wikipedia.  I would like to include
some female rulers (in countries where there were some) because there aren't
many of them in the current rulesets.

So perhaps we could take your ruleset and simply add a few rulers to it?

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[Freeciv-Dev] [patch #1220] New fictional nation: amazonian

2009-08-16 Thread Ann

Follow-up Comment #2, patch #1220 (project freeciv):

Oops, I sent you a message before I saw your comment here.  Feel free to
answer that message in a ticket if the answer would be of use to others as
well.

Can you tell me what's wrong with the wiki article, or if there's another
place which contains up-to-date information?  I'd like to make it accurate
since it's got detailed instructions and seems like a logical place for
people to look for that information. (Alternately, you could make it accurate
if that's easier than explaining to me.)

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[Freeciv-Dev] [patch #1240] Fictional nation: Oz

2009-08-16 Thread Ann

Follow-up Comment #2, patch #1240 (project freeciv):

I'll merge them and attach a new patch.

I do think the proper name is Ozite though, not Ozian (at least according to
Wikipedia; I just read through the first two books and didn't see it
mentioned there).

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[Freeciv-Dev] [patch #1240] Fictional nation: Oz

2009-08-16 Thread Ann

Follow-up Comment #3, patch #1240 (project freeciv):

Here's a merged ruleset.  I didn't want to make a patch as I figured you
might like to decide which flag to use.

(file #6455)
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Additional Item Attachment:

File name: ozite.ruleset  Size:1 KB


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[Freeciv-Dev] [bug #14136] Outdated wiki pages on making contributions

2009-08-16 Thread Ann

URL:
  http://gna.org/bugs/?14136

 Summary: Outdated wiki pages on making contributions
 Project: Freeciv
Submitted by: kudra
Submitted on: Sunday 08/16/2009 at 13:12
Category: freeciv.org
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

___

Details:

How to Contribute wiki article is outdated.  (This was mentioned in patch
#1220).  There also appear to be errors in the page discussing creating new
nations.

http://freeciv.wikia.com/wiki/How_to_Contribute
http://freeciv.wikia.com/wiki/Nations




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[Freeciv-Dev] [patch #1220] New fictional nation: amazonian

2009-08-16 Thread Ann

Follow-up Comment #4, patch #1220 (project freeciv):

This discussion (on the correctness of the wiki) has now moved to bug #14136.

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[Freeciv-Dev] [patch #1245] Chananea (fictional nation)

2009-08-16 Thread Ann

URL:
  http://gna.org/patch/?1245

 Summary: Chananea (fictional nation)
 Project: Freeciv
Submitted by: kudra
Submitted on: Sunday 08/16/2009 at 13:59
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

Adds chynocephaly using the nation name given by Walter of Speyer.



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File Attachments:


---
Date: Sunday 08/16/2009 at 13:59  Name: chananea.diff  Size: 9kB   By: kudra

http://gna.org/patch/download.php?file_id=6456

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[Freeciv-Dev] [patch #1247] Dryad (fictional nation)

2009-08-16 Thread Ann

URL:
  http://gna.org/patch/?1247

 Summary: Dryad (fictional nation)
 Project: Freeciv
Submitted by: kudra
Submitted on: Sunday 08/16/2009 at 15:39
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:





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---
Date: Sunday 08/16/2009 at 15:39  Name: dryad.diff  Size: 70kB   By: kudra

http://gna.org/patch/download.php?file_id=6458

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[Freeciv-Dev] [patch #1246] Andorran and Occitan nations

2009-08-16 Thread Ann

Follow-up Comment #1, patch #1246 (project freeciv):

It might be possible to merge the Occitan with the Toulousain (patch #1238)
as they cover the same area, use the same flag, and are both Medieval. 

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[Freeciv-Dev] [patch #1238] Add nation: Toulousain

2009-08-16 Thread Ann

Follow-up Comment #1, patch #1238 (project freeciv):

Should perhaps be merged with patch #1246 (Occitan, not Andorran).

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[Freeciv-Dev] [patch #1248] Grenada

2009-08-16 Thread Ann

URL:
  http://gna.org/patch/?1248

 Summary: Grenada
 Project: Freeciv
Submitted by: kudra
Submitted on: Sunday 08/16/2009 at 17:24
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

Caribbean nation of Grenada.



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---
Date: Sunday 08/16/2009 at 17:24  Name: grenada.diff  Size: 13kB   By: kudra

http://gna.org/patch/download.php?file_id=6459

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[Freeciv-Dev] [patch #1249] Emirate of Granada

2009-08-16 Thread Ann

URL:
  http://gna.org/patch/?1249

 Summary: Emirate of Granada
 Project: Freeciv
Submitted by: kudra
Submitted on: Sunday 08/16/2009 at 20:20
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

Moorish kingdom Emirate of Granada, 1228-1492.

Because the Granada flag I've found is not GPL or public domain, this nation
uses the flag of the Almohad dynasty, which predated the Nasrids (rulers when
the area was known as the Emirate of Granada).

Furthermore, I'm not certain that 'Moor' is in fact the adjectival form for a
subject of the Emirate of Granada; 'Granadian' may be more appropriate. 
However, I went with 'moor' since it is better-known and less easily confused
with the Grenadians.



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---
Date: Sunday 08/16/2009 at 20:20  Name: granada.diff  Size: 13kB   By: kudra

http://gna.org/patch/download.php?file_id=6460

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[Freeciv-Dev] [patch #1250] Republic of Malta

2009-08-16 Thread Ann

URL:
  http://gna.org/patch/?1250

 Summary: Republic of Malta
 Project: Freeciv
Submitted by: kudra
Submitted on: Sunday 08/16/2009 at 21:33
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:





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---
Date: Sunday 08/16/2009 at 21:33  Name: malta.diff  Size: 52kB   By: kudra

http://gna.org/patch/download.php?file_id=6461

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[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-14 Thread Ann

Follow-up Comment #5, bug #13946 (project freeciv):

I think that the idea of make a group, go at the speed of the slowest and
assign a leader to follow are roughly analogous in terms of what they would
deliver to gameplay, I just prefer the second because it is more versatile.  I
wouldn't mind at all if, for the sake of simplicity, a unit could only have
one leader at a given time, and a leader unit could not follow another unit. 
I don't think that freeciv really benefits from the sort of formation you
described from RIS.

So long as one leader could have multiple followers, and any unit could be a
leader unit (including units owned by another player, whether hostile or
allied, although naturally if following a hostile player you'd kill it as
soon as you tried to enter the same square), the flexibility I'm looking for
would be there.  I'd rather that the leader-follower link was only broken
manually or if the leader died/was disbanded (which should issue a warning,
perhaps); that seems easier to manage than if it could be dissolved
automatically under certain circumstances.

We might be over-engineering this...

Although another thing I was thinking of, in terms of groups, which would be
handy, is a 'rally point'.  It would be nice to select a square and have all
new units of a particular type go to that square as soon as they were built. 
It would be useful when you're building up an army from cities all around your
continent.

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[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-14 Thread Ann

Follow-up Comment #7, bug #13946 (project freeciv):

Great that we agree...now it just needs to get coded and accepted ;)  Alas
this is quite a bit beyond my current understanding of the code base.

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[Freeciv-Dev] [bug #14122] Civclient Crash

2009-08-14 Thread Ann

Follow-up Comment #1, bug #14122 (project freeciv):

Is it possible to attach a trace of this issue?  See the instructions for it
here: http://freeciv.wikia.com/wiki/Bug_Reporting

I saw this bug frequently when conquering cities in the version prior to
2.1.9, but can't reproduce it in 2.1.9.

(Note: I'm not a Freeciv developer, just someone who was trying to look into
this bug.)

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[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-14 Thread Ann

Follow-up Comment #9, bug #13946 (project freeciv):

Would it?  I imagine a flag 'is_leader' would be as simple as searching up
the follower chain until reaching the end, but I'm sure you know the code
better than I do.

A question about 'easier': Would it be easier in terms of gameplay to prevent
leader chains?  Is there a real use for them, or would they make things more
complicated, or is it irrelevant from a user's point of view?

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[Freeciv-Dev] [bug #14118] wish: AI treaties with allies proposed last

2009-08-13 Thread Ann

URL:
  http://gna.org/bugs/?14118

 Summary: wish: AI treaties with allies proposed last
 Project: Freeciv
Submitted by: kudra
Submitted on: Thursday 08/13/2009 at 11:28
Category: ai
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

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Details:

With 2.1 the following can happen before the user gains control for the turn:
(1) your ally proposes an exchange, (2) you meet your ally's ally and
instantly go to war; your ally cancels the treaty, (3) your ally's ally
proposes a ceasefire.

In this situation, you cannot conclude the treaty with your former ally. 
I've also found that sometimes, you cannot conclude the ceasefire either, but
need to close both proposals and then initiate your own cease-fire proposal. 
The only way the ally's proposal will ever be possible to conclude is if you
conclude a cease-fire, then propose a new alliance, and then return to the
original treaty--but I've found this often doesn't work.

One partial solution would be for the ally's proposal to be the last action
taken before control is given to the user, so that it will be made in light
of any other diplomatic actions taken in the turn.  In the situation
described above, this means that the ally simply wouldn't make the proposal
at all.

However, it's also possible for the player to gain control, then move and
discover another player, before addressing the outstanding treaties.  I would
expect the AI to then cancel any treaties which it proposed but is no longer
willing to agree with, or else to modify them (by adding a proposal of
alliance to the top) to make them acceptable.  This is the only situation I
can think of where the AI proposes a treaty and then doesn't want to conclude
it, so there's not really much reason to leave it open for negotiations.




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[Freeciv-Dev] [patch #1220] New fictional nation: amazonian

2009-08-12 Thread Ann

Additional Item Attachment, patch #1220 (project freeciv):

File name: amazon.diffSize:16 KB


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[Freeciv-Dev] [patch #1238] Add nation: Toulousain

2009-08-12 Thread Ann

Additional Item Attachment, patch #1238 (project freeciv):

File name: toulousain.diffSize:6 KB


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[Freeciv-Dev] [patch #1240] Fictional nation: Oz

2009-08-12 Thread Ann

Additional Item Attachment, patch #1240 (project freeciv):

File name: ozite.diff Size:5 KB


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[Freeciv-Dev] [patch #1238] Add nation: Toulousain

2009-08-12 Thread Ann

Additional Item Attachment, patch #1238 (project freeciv):

File name: toulousain.diffSize:6 KB


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[Freeciv-Dev] [bug #14090] patch: add female rulers to Martians

2009-08-12 Thread Ann

Additional Item Attachment, bug #14090 (project freeciv):

File name: martian.diff   Size:0 KB


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[Freeciv-Dev] [patch #1238] Add nation: Toulousain

2009-08-12 Thread Ann

Additional Item Attachment, patch #1238 (project freeciv):

File name: toulousain.diffSize:6 KB


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[Freeciv-Dev] [patch #1240] Fictional nation: Oz

2009-08-12 Thread Ann

Additional Item Attachment, patch #1240 (project freeciv):

File name: ozite.diff Size:5 KB


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[Freeciv-Dev] [patch #1220] New fictional nation: amazonian

2009-08-12 Thread Ann

Additional Item Attachment, patch #1220 (project freeciv):

File name: amazon.diffSize:16 KB


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[Freeciv-Dev] [patch #1242] Eritrean nation

2009-08-12 Thread Ann

Additional Item Attachment, patch #1242 (project freeciv):

File name: eritrean.diff  Size:15 KB


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[Freeciv-Dev] [patch #1243] Rif Republic

2009-08-12 Thread Ann

URL:
  http://gna.org/patch/?1243

 Summary: Rif Republic
 Project: Freeciv
Submitted by: kudra
Submitted on: Wednesday 08/12/2009 at 11:30
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

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Details:

Adds the Confederal Republic of the Tribes of the Rif.



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File Attachments:


---
Date: Wednesday 08/12/2009 at 11:30  Name: riffian.diff  Size: 8kB   By:
kudra

http://gna.org/patch/download.php?file_id=6434

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