Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.

2007-12-11 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39935 

On Dec 11, 2007 10:05 AM, William Allen Simpson
[EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39935 

 Jason Dorje Short wrote:
  But engineer doesn't take population.  It's not a bug.  Nor is there
  anything that needs fixing, unless someone finds some part of the
  documentation that doesn't differentiate worker-type from settler-type
  units.
 
 Civ II Manual, SETTLERS  ENGINEERS, page 114:

Freeciv isn't Civ II, so it works prefectly in freeciv.

Civ2 rulset:
[unit_engineers]
pop_cost  = 1

default rulset:
[unit_engineers]
pop_cost  = 0



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Re: [Freeciv-Dev] (PR#39961) Open trading tabs from previous turns have wrong data during current trading...

2007-12-11 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39961 

On Dec 11, 2007 12:16 AM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39961 

 Any open trading tabs from previous turns have wrong data during current 
 trading because there is no refresh.  For example, Gold data is not refreshed 
 and a NEW trading tab is not opened, so... trading with Gold is all wrong.

Yes the gold amount your opponents have isn't updated in real time on
your client when it is changed on the server side e.g. by
1. diplomatic clause
2. city conquering
3. Caravan arrival

I think it is a feature that you only get new gold updates on turn
done/client reconnect.. :-) It's nice being able to swap gold with
people with out that being seen by the people with embassies.



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Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engeers at 1pop.

2007-12-10 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39935 

On Dec 10, 2007 11:38 AM, Egor Vyscrebentsov [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39935 

 On Fri, 30 Nov 2007 23:37:40 -0800 Daniel Markstedt wrote:
 
  On Dec 1, 2007 12:13 PM, Karl Goetz kamping_kaiser wrote:
  
   Freeciv: 2.1
   apt-cache policy freeciv-data
   freeciv-data:
 Installed: 2.1.0-1
 Candidate: 2.1.0-1
  
   when building an engineer in a city with a population of 1, the city is
   not disbanded. the 'disband city' tickbox in 'settings' has been
   selected.
   This has happened in multiple cities, both built by me or conquered.
 
  This is the correct behavior. You have to build a _settler_ to disband the 
  city.

 Could you build settler when you know engineers?
 This behavior seems to be buggy for me - city of N size _should_ be destroyed
 when build any unit with population cost = N.


In the CivII rulset I'm sure that is the case. In the default there is
a new unit called worker that is obsoleted by egineers and these units
doesn't require population to be built, settlers are never obsoleted
and do require population to be built.



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Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv

2007-11-30 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=16811 

On Nov 30, 2007 9:25 AM, Jason Dorje Short [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=16811 

 William Allen Simpson wrote:
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=16811 
 
  I'm pretty sure that sourceforge runs its own tracking system.
 
  My preference would be to at least do the conversion to bugzilla on the
  current systems in place.  There are scripts available that do the
  conversion from RT, easily found by Googling.
 
 http://www.socialtext.net/lite/page/open/bugzilla_migration_methodology
 
  Although somebody with PERL ability (not me) should modify the scripts to
  move everything, rather than only open tickets.
 
  Should GNA be willing to run bugzilla, that would be an option once
  everything has been converted.

 Sounds good.

 Who currently has access (an account) in the RT machine?


Per...

I have a mysql  dump of the RT database, from ca. januari 2007.



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[Freeciv-Dev] Something wrong with cityfactor and unhappysize

2007-11-30 Thread Erik Johansson
Hi this topic was brought up on the forum.

There was some changing of rulesets for 2.1 that changed how the
unhappiness worked, basically you can't have the massive amount of
cities you had in 2.0, even at size 1 the cities will become unhappy.

http://forum.freeciv.org/viewtopic.php?p=18192
http://bugs.freeciv.org/Ticket/Display.html?id=9590

There are a lot of things that could be done about this, the easiest
is probably reverting the changes made. The amount of play testing
that should be done for this change is a bit daunting...

With regards Erik..

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Re: [Freeciv-Dev] (PR#39912) consistent UI - Chat - use apostrophe for shortcut

2007-11-28 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39912 

On Nov 28, 2007 2:46 PM, William Allen Simpson
[EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39912 
 Also, the same problem with _Map.  These widget shortcuts don't work at
 all!  You have to use the mouse to activate the widgets.  (I'd thought it
 was some problem with MacOS, but apparently it's never worked for anybody.)

Actually it works for me, or am I misunderstanding you; I can press
alt-m to get to the map from the Cities tab. But it doesn't work when
I'm in a city dialog, which is expected.


From fink macosx:
ii  gtk+2 2.6.10-1001   The Gimp Toolkit

$otool -L  client/civclient|grep gtk
/sw/lib/libgtk-x11-2.0.0.dylib (compatibility version 601.0.0,
current version 601.10.0)


-- 
/emj



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Re: [Freeciv-Dev] (PR#39912) consistent UI - Chat - use apostrophe for shortcut

2007-11-28 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39912 

On Nov 28, 2007 4:10 PM, William Allen Simpson
[EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39912 

 I don't see an Alt on my Mac keyboard ;-)

 After bringing up F1:
option-M causes my (not visible) worker to begin mining.  (Wrong!)


The workers doesn't start mining here, but it does whenI press m. I
have an old Mac keyboard with one  alt key to the left sporting a
branchy icon thingy,

When I run xev and press alt-m continously, I get numerous
KeyRelease/Press Event with:
  state 0x8, keycode 54  (keysym 0xad1, rightsinglequotemark), same_screen YES




Tested with:
MacOSX: 10.4.11
Keyboard: American and Swedish
Language: Swedish

-- 
/emj



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Re: [Freeciv-Dev] (PR#39919) freeze on Haiku (formaly openbeos)

2007-11-27 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39919 

On Nov 27, 2007 1:39 PM,   wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39919 

 Running civclient from bash gives the output as stated in the attached
 file. The first screen shows up but after that I'm not getting any
 respons ... and need to kill the thread.

Which version of Freeciv are you using? The last lines of that log is
about sound, can you compile without sound and try that?


_SoundPlayNode::SendNewBuffer, event scheduled much too late, lateness is 4132
_SoundPlayNode::SendNewBuffer, event scheduled much too late, lateness is 5152
Kill Thread



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Re: [Freeciv-Dev] (PR#39900) _Update button in city report

2007-11-26 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39900 

On Nov 26, 2007 5:21 PM, William Allen Simpson
 http://developer.apple.com/...

A better reference is
http://developer.apple.com/documentation/Accessibility/Conceptual/AccessibilityMacOSX/index.html

  ... Because the times
  I've done translation it's almost impossible to know what you should
  use as a shortcut key. I think in most cases it might not be a good
  idea to add shortcut keys.
 
 Actually, *every* action needs a shortcut key, so that disabled users can
 select them without a mouse.

Perhaps, but there is such a thing as to many shotcut keys or buttons,
but I'm sure someone has discussed this to death on some mailinglist
somwhere.  but the popup city button seems kind of stupid anyways,
typical thing you would remove if you love GNOME hig.

Ha! I just spent the weekend with a guy working with SUN on a 3 year
Gnome accessiblity project. But we aren't using Gnome.


  Further I think Escape should be used to access the map, it's the most
  important of all the shortcut keys but is the most awkward to use.
  Pluss that would also free up alt-m.
 
 Escape is *always* cancel.

Yes, but it can be used and it's kind of logical, we can still keep
the 'm' key, you don't want to grab the tab key. ESC works for;
Dialogs just close the dialog and bring up the last used tab, tabs
(e.g. city list) you just switch to the map tab

So ESC works great for bringing up the map.

-- 
/emj



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Re: [Freeciv-Dev] (PR#39880) Right click GUI and Lepoard

2007-11-22 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39880 

On Nov 22, 2007 12:54 PM, Daniel Markstedt [EMAIL PROTECTED] wrote:
  I have been running the game in OS X and on BootCamp Windows XP. In
  Leopard it first has to run X11 (which I do know is not your guys's
  problem). But on a Mac it looks wrong. The attached file is a pic. of
  what it looks like in Leopard. I have not changed the pic. The arrows
  are really cyan.
 

 This looks like a bug in the theme and/or theme engine. After the game
 has started, try going to GameLocal OptionsTheme and change to
 another theme in the dropdown.

I can confirm that this had happened on Mac OS X for me as well, don't
know what made it look like that. It also happens when you run it on
Linux under Xvnc, but works good otherwise. I run the vnc server with
Xvnc4 :0 -PasswordFile  .vnc/passwd  ( you need to run vncpasswd
first, and launch an xterm on that display)

/emj



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Re: [Freeciv-Dev] (PR#39748) elephant help text

2007-11-20 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39748 

On Nov 20, 2007 3:03 PM, William Allen Simpson
[EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39748 

 Erik Johansson wrote:
  Elephants are towering animals trained for war and powerful shock
  troops, but have bad defense against all units.
 
 Elephants are towering animals trained for war that are often used as
 powerful shock troops, but defend poorly against most other units.

Actually I thought of using other it sounds better,  but they really
are very bad at defense. (Btw pikemens doesn't have pikemen flag in
CivII, which is correct I think.)

 Why are these only in civ2 and not default?

I think they are called cirkus units in LT games because they are useless.. ;-)



-- 
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[Freeciv-Dev] (PR#14658) Freeciv doesn't save

2007-11-18 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=14658 

 [EMAIL PROTECTED] - Mon Nov 21 22:33:15 2005]:
 
In Linux version 2.0.7, games cannot be saved via the save
selection, rather, you must always create a new file to save a
game.  The problem is, it gives you a false sense of having saved
the game.  When you restart civ, you find that everything you did
is erased.  I am using kernel 2.6.14 with fluxbox manager.

Hi Robert

I just wanted to tell you that using the save menu items on Freeciv
2.1 always saves your current game. If you want to try it please
download  the latest version and try it out.

Freeciv will still overwrite any save game that conflict with the name
you choose, e.g. the default civgame-4000m.sav.gz you get when you do ^S

Have fun / Erik

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Re: [Freeciv-Dev] (PR#39856) Bug - Loading saved games does not work

2007-11-11 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39856 

On Nov 11, 2007 9:23 PM,   wrote:
 the data is not saved correctly: production slots are wrong. when I
 produced in a city a certain thing, it is another one produced. When I
 load the attached game everything seams to be okay. But after finishing
 the current turn, the production of several cities changes.


Hi! tThanks for taking your time emailing us.

type /ai hendrik on the chat line, and it should solve it self.

Your player was set to AI mode, that's why it didn't work like expected.


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Re: [Freeciv-Dev] (PR#39819) Starting position generator fails in cold world

2007-10-31 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39819 

On Oct 31, 2007 6:40 PM, Svyatoslav Siredzhuk [EMAIL PROTECTED] wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39819 

 I appreciate your efforts very much but there is an annoying bug in
 2.1.0stable release:

Quick fix limit temperate to the range 12-100.



 1. Error message:
 The server appears to have gotten into an infinite
 loop in the allocation of starting positions.
 Maybe the number of players is too high for this map.


You would think that this should be recoverable, I mean so what if we
can't make a map the user should still be able to change the options
and start again.

civserver: mapgen.c:1252: map_fractal_generate: Assertion `0' failed.

This is enough to crash the server, I've tried alot of permutations of
the options above. Size can be what ever size.

set temperature 11
set alltemperate 1
set aifill 1
start


To get it to work:
set temperature 12

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Re: [Freeciv-Dev] (PR#39820) /debian directory is ancient

2007-10-31 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39820 

On Oct 31, 2007 11:38 PM, Daniel Markstedt [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39820 

 The last substantial edit to the /debian directory was over six years ago.

 Either we delete the directory or update it.

Last change in the debian unstable repository was 2007-10-07 by Clint
Adams, so I perhaps he can help us with that.

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Re: [Freeciv-Dev] random crashes while running 2.1.0-RC1

2007-10-22 Thread Erik Johansson
On 10/22/07, Erik Johansson [EMAIL PROTECTED] wrote:
 On 10/22/07, Daniel J McDonald [EMAIL PROTECTED] wrote:
  I compiled and installed 2.1.0-RC1 on a Mandriva 2008.0 system.  At
  various times, the civ server crashes, and my one client shows lost
  connection to server.  I don't see any logs that provide me with a clue
  why it is crashing.
 
  I'm willing to run debugs or whatever is needed to get good logs, but I
  need instructions on how to gather those logs from this particular
  program.

 Here is a short recap of what you can do to debug. I'm not sure how to
 help you reproduce your errors though...

 reproduce
 1. always start the server from the command line (./ser)
 2. try to reproduce the bug from the last save game
 3. set saveturns=1

 debugging
 1. have dev tools
 2. enable core dumps (ulimit -S -c unlimited)
 3. enable debugging symbols in freeciv (./configure --enable-debug=yes)
 4. run gdb server/civserver
 5. if you get a crash type backtrace (or just bt)

Perhaps the RCs should have debugging symbols and saveturn=1  on by default?



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Re: [Freeciv-Dev] (PR#39789) You can upgrade units without barracks or port facility

2007-10-21 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39789 

On 10/22/07, Jordi Negrevernis i Font [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39789 


 Ejem... in Freeciv 2.1.0 RC1 or Beta6, in a city without Barracks or
 Port Facility, you can upgrade units!!!

 I don't remember if this was a feature or a droped funcionality but
 for me is a bug!

Hi Jordi

This is the way it has always been, it's a good feature request that
might add something to the game. I'm not 100% it's the way to go.

- Erik



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[Freeciv-Dev] (PR#39789) You can upgrade units without barracks or port facility

2007-10-21 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39789 

 [EMAIL PROTECTED] - Sun Oct 21 22:41:12 2007]:
 
 On 10/22/07, Jordi Negrevernis i Font [EMAIL PROTECTED]
 wrote:
 
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=39789 
 
 
  Ejem... in Freeciv 2.1.0 RC1 or Beta6, in a city without
 Barracks or
  Port Facility, you can upgrade units!!!
 
  I don't remember if this was a feature or a droped funcionality
 but
  for me is a bug!
 
 Hi Jordi
 
 This is the way it has always been, it's a good feature request that
 might add something to the game. I'm not 100% it's the way to go.
 

Hi Again Jordi

I just wanted to point you to a patch  already available for this issue,
incase you want to do something about it:

 http://bugs.freeciv.org/Ticket/Display.html?id=39789


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Re: [Freeciv-Dev] (PR#20125) freeciv 2.1.0 beta2 COMPILATION on INTEL mac os x

2007-10-17 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=20125 

On 10/17/07, Daniel Markstedt [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=20125 

 On 10/16/07, Pepeto _ [EMAIL PROTECTED] wrote:
 
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=20125 
 
   [EMAIL PROTECTED] - Dim. Aoû. 27 19:27:32 2006]:
  
   Hello,
  
   I downloaded the source code of freeciv 2.1.0 beta2 and tried to compile
   it on Mac OS X 10.4.7. X, Xsource, Fink, gtk2+ etc. are installed, but I
   cannot get it compiled -- it looks like the configure script isn't quite
   aware of the Mac yet.
  
   I tried
  ./configure --libdir=/sw/lib --libdir=/sw/lib/gtk-2.0/
   --includedir=/sw/include/ --includedir=/sw/include/gtk-2.0/
   --enable-client=xaw --with-included-gettext
   --includedir=/sw/include/libpng12/
  
   and it stops with
   checking for png_read_image in -lpng... no
   configure: error: Could not find PNG library (libpng).
  
   Running the (PowerPC) .dmg of beta2 works, though. Could you make the
   configure script foolproof for us Mac users, please?
  
   Michael
  
  
  
 
  Is it still so hard to compile it on Mac OS X?
  Someone should write a good documentation about it? You are not the
  first demander. Dmarks maybe?
 
 

 I have, at [[Install-OSX]]. BUT this is very much specific for my
 age-old Panther system - I can't be of much help to Tiger  Intel
 Mac users.

Yeah and a new release of MacOSX is comming so we better wait for
that. But it really isn't that hard to compile it on MacOSX just hard
to get it right, especially since X11 isn't really supported.

Erik



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[Freeciv-Dev] (PR#39782) Game settings UI broken (sciencebox, low prio)

2007-10-17 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39782 

I tried to change the researchcost in 2.1rc but it's called sciencebox
now. the Sciencebox UI feels strange, when you click it jumps in steps
of 100%, and when you go down to 1% it will jump to 101%, feels very
strange...

1. Go to Start new game - Game Settings- Technology  cost multiplier
percentage
2. change percentage with arrows
2.1. one down 
2.1. one up
6. value is 101%

Expected result: value should be 100%


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Re: [Freeciv-Dev] (PR#19463) Barbarians in a no-barbarian game

2007-10-16 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=19463 

On 10/16/07, Pepeto _ [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=19463 

  [dmarks - Dim. Aoû. 13 07:58:48 2006]:
 
 
  But a lot of people sees it as such because of the use of the word
  'barbarian'. The wording in this string should be changed IMO, to avoid
  further confusion. Something like killed by natives
  or slaugtered by heathens etc.
 
  --Daniel
 
 

 I think this it is the best solution. At least for next versions, to
 avoid confusions about this 2 kinds of barbarians.

if we do that we have to change the translations, sure we should add
that extra option that says kill units in huts. But it's  a one line
hack to just make the huts go _(An abandoned
village is here.) instead.


Index: server/unittools.c
===
--- server/unittools.c  (revision 13776)
+++ server/unittools.c  (working copy)
@@ -2257,7 +2257,8 @@
   bool ok = TRUE;

   if (city_exists_within_city_radius(punit-tile, TRUE)
-  || unit_has_type_flag(punit, F_GAMELOSS)) {
+  || unit_has_type_flag(punit, F_GAMELOSS)
+  || game.info.barbarianrate  1) {
 notify_player(pplayer, punit-tile, E_HUT_BARB_CITY_NEAR,
 _(An abandoned village is here.));
   } else {


-- 
/emj



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Re: [Freeciv-Dev] (PR#39730) [Bug] Server allows bribe cheating

2007-10-09 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39730 

 [pepeto - Tue Oct 09 17:34:27 2007]:

 Something else happens. You can use the packet unit_bribe_inq() and
 city_bribe_inq() without diplomat. So, then with a hacked client, you
 can know all city and unit costs of the game. Then you are able to know
 where are the capitals, and how many gold have a player.

 unit_bribe_inq() and city_bribe_inq() must contain a diplomat id, and
 this diplomat must be to adjacent tile.



Oh joy, I guess that will break network compatibility then, so that
means a serverside fix for 2.0 ..

So to fix this in 2.1 you can just add a UNIT diplomat_id to the *_INQ
packets. But  what do you think of merging Diplomat_Action packet with
the bribe_inq packet.


PACKET_UNIT_BRIBE_INQ=67;cs,handle-per-conn,dsend
  UNIT unit_id;
end

PACKET_CITY_INCITE_INQ=33;cs,handle-per-conn,dsend
  CITY city_id;
end

PACKET_UNIT_DIPLOMAT_ACTION=70;cs,dsend
  UNIT diplomat_id;
  DIPLOMAT_ACTION action_type;
  UNIT target_id;   # city_id or unit_id target_id;
  SINT16 value;
end

-- 
/emj



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[Freeciv-Dev] (PR#38354) Autoconnect can't handle password

2007-10-05 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=38354 

 [pepeto - Sun Sep 30 17:27:14 2007]:

 If you don't notice a password for a server with enabled auth, it should
 have a error message like autoconnect: you must specify a password to
 connect to this server.

At the moment you do this by adding a line to ~/.civclientrc like this:

[client]
password=myveryownpassword 

Or you can let the client request a password even though you are
autoconnecting.

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[Freeciv-Dev] (PR#39471) City production changes when giving cities away

2007-07-24 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39471 

Hi all, I'm writing a fast bug report, I'm not sure if there is a 

I got 2 cities from another player today, the cities were producing Colosseum 
52 shields of  70 
shields finished, I couldn't change the production, it says Game: You have 
bought this turn, 
can't change.

So I got two cities producing something I don't want, and the player that gave 
me the cities 
don't want them either. Obviously I had less tech than the player that gave me 
the cities..

Best wishes Erik

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[Freeciv-Dev] (PR#39393) diplocost fails to work if you research nothing

2007-06-13 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39393 

The server option Diplocost is broken, when you exchange tech and have
your tech set to NONE you never get any tech penalty. This is a small
patch that fixes this. It is fixed in warserver.

I was told this is an issue in 2.1 as well.

Now that I look over the code again I'm guessing all of these functions
need to be fixed.

+void do_dipl_cost(struct player *pplayer, Tech_Type_id new_tech);
 void do_free_cost(struct player *pplayer);
 void do_conquer_cost(struct player *pplayer);
diff -X diff_ignore -ru freeciv-2.0.8/server/diplhand.c ../freeciv-2.0.8/server/diplhand.c
--- freeciv-2.0.8/server/diplhand.c	2005-10-13 09:43:53.0 +0200
+++ ../freeciv-2.0.8/server/diplhand.c	2007-06-13 15:18:16.0 +0200
@@ -360,7 +360,8 @@
 
 gamelog(GAMELOG_TECH, pdest, pgiver, pclause-value, acquire);
 gamelog(GAMELOG_TREATY, GL_TECH, pgiver, pdest);
-	do_dipl_cost(pdest);
+
+	do_dipl_cost(pdest,pclause-value);
 
 	found_new_tech(pdest, pclause-value, FALSE, TRUE, A_NONE);
 	break;
diff -X diff_ignore -ru freeciv-2.0.8/server/plrhand.c ../freeciv-2.0.8/server/plrhand.c
--- freeciv-2.0.8/server/plrhand.c	2005-10-26 10:20:44.0 +0200
+++ ../freeciv-2.0.8/server/plrhand.c	2007-06-08 18:57:16.0 +0200
@@ -70,10 +70,10 @@
 /**
 ...
 **/
-void do_dipl_cost(struct player *pplayer)
+void do_dipl_cost(struct player *pplayer, Tech_Type_id new_tech)
 {
   pplayer-research.bulbs_researched -=
-  (total_bulbs_required(pplayer) * game.diplcost) / 100;
+  (base_total_bulbs_required(pplayer,new_tech) * game.diplcost) / 100;
   pplayer-research.changed_from = -1;
 }
 
diff -X diff_ignore -ru freeciv-2.0.8/server/plrhand.h ../freeciv-2.0.8/server/plrhand.h
--- freeciv-2.0.8/server/plrhand.h	2006-03-02 07:33:38.0 +0100
+++ ../freeciv-2.0.8/server/plrhand.h	2007-06-08 18:55:11.0 +0200
@@ -78,7 +78,7 @@
 
 void send_player_turn_notifications(struct conn_list *dest);
 
-void do_dipl_cost(struct player *pplayer);
+void do_dipl_cost(struct player *pplayer, Tech_Type_id new_tech);
 void do_free_cost(struct player *pplayer);
 void do_conquer_cost(struct player *pplayer);
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[Freeciv-Dev] (PR#39325) Fwd: Women's Suffrage in 2.1.0-beta3

2007-04-23 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39325 

 [EMAIL PROTECTED] - Thu Apr 05 13:10:25 2007]:
 
 On 4/4/07, Jason Dorje Short [EMAIL PROTECTED] wrote:
 
  Can you reproduce this from a savegame?  If so, can you send the
  savegame and instructions on what to do with it to get the bug?

I can reproduce this from the save game. I tried simplifying the save
game by removing all units and cities except the affected city, and the
problem still showed up.



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[Freeciv-Dev] (PR#12396) AI stupid city building

2007-03-08 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=12396 

  On Tue, 1 Mar 2005, Henrik Norbeck wrote:
   AI players let their settlers found cities even when it's obvious
   that they're gonna be destroyed immediately, 

Other issues: it builds cities on arctic regions even though there are
other better places to put the city. That is; there are better places
to place cities for later expansion. 


aisettling.sav.gz
Description: GNU Zip compressed data
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[Freeciv-Dev] (PR#37063) Readline on macosx

2007-02-27 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=37063 

 [emj - Tir. 27. Feb. 2007 11:25:54]:
 _rl_forced_update_display
 _history_truncate_file
 stdinhand.c:4654: error: 'rl_attempted_completion_over' undeclared
 (first use in this function)
 s
 
 anyone has a good solution?

It's a questiong wether you think this version readline  is useable, and if 
anyone know what is 
used on other *BSD than MacOSX? 

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[Freeciv-Dev] (PR#37063) Readline on macosx

2007-02-27 Thread Erik Johansson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=37063 

if I compile with BSD readline I get failure to use these functions/varables:

_rl_forced_update_display
_history_truncate_file
stdinhand.c:4654: error: 'rl_attempted_completion_over' undeclared (first use 
in this function)
s

anyone has a good solution?

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