Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engineers at 1pop.
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39961) Open trading tabs from previous turns have wrong data during current trading...
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39935) cities not disbanded by building engeers at 1pop.
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. -- /emj ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv
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. -- /emj ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Something wrong with cityfactor and unhappysize
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.. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39912) consistent UI - Chat - use apostrophe for shortcut
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39912) consistent UI - Chat - use apostrophe for shortcut
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39919) freeze on Haiku (formaly openbeos)
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39900) _Update button in city report
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39880) Right click GUI and Lepoard
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39748) elephant help text
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.. ;-) -- /emj ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#14658) Freeciv doesn't save
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39856) Bug - Loading saved games does not work
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. -- /emj ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39819) Starting position generator fails in cold world
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 -- /emj ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39820) /debian directory is ancient
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. -- /emj ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] random crashes while running 2.1.0-RC1
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? -- /emj ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39789) You can upgrade units without barracks or port facility
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39789) You can upgrade units without barracks or port facility
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#20125) freeciv 2.1.0 beta2 COMPILATION on INTEL mac os x
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39782) Game settings UI broken (sciencebox, low prio)
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% ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#19463) Barbarians in a no-barbarian game
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39730) [Bug] Server allows bribe cheating
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#38354) Autoconnect can't handle password
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39471) City production changes when giving cities away
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39393) diplocost fails to work if you research nothing
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); ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39325) Fwd: Women's Suffrage in 2.1.0-beta3
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#12396) AI stupid city building
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#37063) Readline on macosx
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? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#37063) Readline on macosx
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? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev