[Freeciv-Dev] [patch #6434] Include a scenario with a complex situation

2015-10-20 Thread J. M. Gorbach
Follow-up Comment #6, patch #6434 (project freeciv):

> The scenario as it appears in the patch. Added separately to make it easier
to have a quick look.
It's very impressive.

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[Freeciv-Dev] [patch #6434] Include a scenario with a complex situation

2015-10-17 Thread J. M. Gorbach
Follow-up Comment #1, patch #6434 (project freeciv):

Through Lua code? I.e. edit.create_city, edit.create_road.. ?

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[Freeciv-Dev] [patch #6434] Include a scenario with a complex situation

2015-10-17 Thread J. M. Gorbach
Follow-up Comment #2, patch #6434 (project freeciv):

My old scenario with cities... Maybe it's useful.

(file #25335)
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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-08-26 Thread J. M. Gorbach
Follow-up Comment #27, patch #5306 (project freeciv):

Finish it completely

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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-08-25 Thread J. M. Gorbach
Follow-up Comment #25, patch #5306 (project freeciv):

 I could update it for you. I could even finish it completely if you don't
have the time to do so your self right now.
Ok, thank you.

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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-31 Thread J. M. Gorbach
Follow-up Comment #20, patch #5306 (project freeciv):

If (2) you can't expel the unit  Ok... Enslave? Imprison? Murder? Hostage?
Here (http://apolyton.net/wiki/Call_to_Power), there are interesting ideas
(future?):
* UNIT_ORDER_ENSLAVE_SETTLER
* VOID DoFreeSlaves()   Frees the slaves in city. Only works if that city was
captured this turn.
* INT IsSlaver(unit)  True if the unit is a slaver.

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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-31 Thread J. M. Gorbach
Follow-up Comment #19, patch #5306 (project freeciv):

As you probably have noticed I'm not as quick to respond as I was earlier
this week. I think I will be able to take time for a new review tomorrow
afternoon. Don't worry if you don't have a new iteration by then. I'll
probably have time for a review again early next week or maybe even at the end
of the week end. 
No problem Sveinung.
I understand. Freeciv is a large code base. Even with tools that helps you
navigate it there is a lot of new stuff. 
Exactly.
Of do_expel_unit()?
Yes.
Comment will need an update. 
Done.
Who is this a link to? (Please rename for clarity) 
Done.
Who is supposed to be on this tile? (Please rename for clarity)
Done.
The code tries to find the city a diplomat will flee to. Pick the comment or
the code.
Done.
You got the owner of the wrong unit. You want to find a city belonging to the
target so you can send it there. (Or just go for the capital in stead) 
Done.
Let us keep things simple. Abort if no city is found. (pcity == NULL means
that no city was found) Notify the actor player that there is no place to send
the target and insert a return statement. (You have written notice code below)

Done.
 Remove the capital test. If you decide to expel the target to his capital
you could add a fc_assert with is_capital() in stead. Since you aborted if
pcity wasn't found you don't have to test it. 
Done.
 Not sure if I understand what you were trying to do here. Let me know if I
got you wrong. 
I don't understand too. An old piece of code without sense... Anyway I've
deleted.
 This is the notice I mentioned above. English issue (I'm not a native
speaker): I think it should be You didn't expel
I know... Anyway Done.
 Copy past error. 
Done.

I don't think that not finding a place to send someone should count as
getting caught/stopped. I'm open to counter arguments.
It's an interesting point.
 The expulsion didn't fail when your own unit was expelled. The unit didn't
die so it wasn't lost. While the expulsion was a success the chance of failure
wasn't all that high. The question is you did this vs someone did this to
you, not loss or success.
I agree.
Expel Failed  Expel Suffered
Expel Succeeded  Expel Accomplished
Was your goal to avoid introducing a third event type?
No, my goal was to write the code correctly and learn something. Now I see
other possibilities about expel units. 

Expel unit: accomplished (1) or not (2)

If (1) you expel the *unit*  Ok.

If (2) you can't expel the *unit*  Ok... Enslave? Imprison? Murder? Hostage?

*Who can we expel?* Settler (the most annoying unit in the game), workers,
military unit; if actor unit  target unit... i.e. *Pikemen  Warriors,
Phalanx* or *Knights  Horsemen, Chariot*.

What do you think?

(file #24704)
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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-29 Thread J. M. Gorbach
Follow-up Comment #17, patch #5306 (project freeciv):

Why WIN_ in event the names? Suggestions: E_UNIT_WAS_EXPELLED
E_UNIT_DID_EXPEL 
Done.
Not sure what you mean here. If you want me to explain I need to know
specifically what you want me to explain. Or did you ask me to finish
do_expel_unit() for you?
No. Just a moment of sadness and anger. The order or disposition is
correct?
Could return NULL if no city is found. NULL - crash. You should check for
NULL and handle it. Aborting is an OK way of handling it. 
Done.
Don't add diplomat_escape_full. The actor doesn't escape. No need. He just
expelled someone. 
Done.

(file #24697)
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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-29 Thread J. M. Gorbach
Follow-up Comment #15, patch #5306 (project freeciv):

As stated in patch #6057, I would drop it completely from 3.0 already - any
code you do for it now would get wiped out before ever getting released.
Perfect.
J. M. Gorbach: Do you want to skip the Xaw stuff?
Yes, I want to skip Xaw stuff.
Expel isn't a spy action. It could be used to teleport domestic units. Change
name and group. 
Done.
Define the tags for icons and sound. The client refused to start because the
tileset didn't have the wanted tags. See how
http://repo.or.cz/w/freeciv.git/commitdiff/9c7b6d4f6e8f40de2ac51da7be3e1ea7aceb2aec
changes data/misc/events.spec and data/stdsounds.soundspec 
Done.
Don't mention foreign at all.
Work in progress.
Document the restriction (not self) you added.
Explain what expel does (where does it end up?)
Yeah... When I complete the task, because until now I can read and understand
maybe 55/60% of the code.
Other things.
I've updated do_expel_unit, but I need help because it's very difficult and I
don't understand (only unithand.c).


(file #24695)
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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-28 Thread J. M. Gorbach
Follow-up Comment #11, patch #5306 (project freeciv):

The variable names in do_expel_unit are confusing. I suggest using the words
actor (for the unit doing the expulsion) and expelled (or target) in the
variable names to make it clear who is who. 
Done (actor and target).
The even types E_MY_DIPLOMAT_BRIBE and E_ENEMY_DIPLOMAT_BRIBE in the
notifications about expulsion are wrong. Use existing events or create new
once if no one fits.
Done.

#define SPECENUM_VALUE122 E_MY_DIPLOMAT_EXPEL
#define SPECENUM_VALUE123 E_ENEMY_DIPLOMAT_EXPEL

Why never expel a unit to its capital?
My mistake. I've edited... Can you check again? 
The Xaw client needs the button added in the data too. ( See
http://repo.or.cz/w/freeciv.git/commitdiff/25ee5735a91265bac09df12eb42dff2ca7037643
) 
Well... It's not very logic. Anyway it's done, but check please.
Update the documentation that foreign isn't hard coded.
Done.


(file #24683)
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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-28 Thread J. M. Gorbach
Follow-up Comment #9, patch #5306 (project freeciv):

+ || wanted_action == ACTION_EXPEL_UNIT) 
Done.
I think that sending it back to the same city the diplomat would have fled to
(find_closest_city) is an acceptable alternative to sending it to the capital
or to its home city.
Capital? Done... I hope.
 The Capital_City effect decides what the capital is. In classic it looks for
the palace.
Ok.

(file #24680)
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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-27 Thread J. M. Gorbach
Follow-up Comment #7, patch #5306 (project freeciv):

 Why would anyone become a veteran from expelling a unit? This will be used
to let players expel diplomats they can't kill because of a peace treaty.
Don't assume a battle here. 
It's my mistake.

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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-27 Thread J. M. Gorbach
Follow-up Comment #6, patch #5306 (project freeciv):

 Expelling a diplomat will send him home. My suggestion is to send him to his
capital. (Capital of the expelled unit, not the capital of the unit doing the
expulsion) This creates a corner case for players without a capital. You could
add that the expelled unit has a capital as a hard coded requirement to the
action and as an assertion to the function doing the expelling. An alternative
is to use the unit's home city. That creates another corner case: units
without a home city.
Ok...
 The action should be documented in doc/README.actions 
Done.
 change names. expel units - expel unit, etc 
Done.
 the clients should send the target unit, not the target tile
Done.
 Why do you define a unit lost reason? The unit is sent home, not killed.
Because... I'm very confuse.
 Why would anyone become a veteran from expelling a unit? This will be used
to let players expel diplomats they can't kill because of a peace treaty.
Don't assume a battle here.
Because 
 Why hard code that you can't expel your own units? A ruleset author may use
the action to create a unit that will teleport a unit to its capital/home
city/etc. A ruleset like that may even wish to limit the action to domestic
units. 
I totally agree. Unfortunately I have to read the code with more attention.
 diplomat_bribe() and spy_sabotage_unit() in diplomats.c - performs (spy)
actions with a unit target 
I don't know... but I've copied and pasted exactly diplomat_bribe(), but I
change every name as victim, diplomat, etc..
 teleport_unit_to_city() in unittools - function that moves a unit to a city.
Maybe you can use it directly? 
Very interesting... The same thing for find_closest_city(). I've added the
function in the patch, but I don't know how I can insert Capital reference
in the code. I was thinking about another find where I search a city with
Palace. 

Capital is a city where you can find the Palace... It's correct?

(file #24676)
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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-27 Thread J. M. Gorbach
Follow-up Comment #3, patch #5306 (project freeciv):

--You shouldn't do anything in server/rscompat.c. It is for adding rules that
used to be hard coded to rulesets during ruleset version upgrade. Expel is a
new action.
Right!
--Your changes in aiair.c and aitools.c don't belong there. Expel isn't an
attack.
Right!
--do_expel_units() captures all units at the tile in stead of deporting them
to their capital. 
I have a problem with capital, bool and struct...
--why did you make it an action against a unit stack rather than an action
against a single unit? What makes a unit stack target better than a unit
target for this action? 
Because I've copied and pasted ''CAPTURE_UNITS'', the function more similar to
EXPEL_UNITS. Now I understand your feedback and I hope it's correct now...

(file #24669)
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[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-26 Thread J. M. Gorbach
Follow-up Comment #1, patch #5306 (project freeciv):

- Are you interested in giving Expel Unit a try? It's a new action.
Yes, I'm interested.

(file #24666)
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[Freeciv-Dev] [patch #6127] Lua improvements (methods and effects) + Resource

2015-07-17 Thread J. M. Gorbach
Follow-up Comment #1, patch #6127 (project freeciv):

Methods: 

(5) Extra: rule_name and name_translation
(6) Nation Set: untranslated_name, rule_name, name_translation and
description
(7) Nation Group: untranslated_name, rule_name and name_translation


(file #24632)
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[Freeciv-Dev] [patch #6127] Lua improvements (methods and effects) + Resource

2015-07-17 Thread J. M. Gorbach
Follow-up Comment #2, patch #6127 (project freeciv):

Methods: 

(8) Road: rule_name and name_translation 
(9) Style: rule_name and name_translation 
(10) Specialist: rule_name, plural_translation and abbreviation_translation

(file #24633)
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[Freeciv-Dev] [patch #6127] Lua improvements (methods and effects) + Resource

2015-07-16 Thread J. M. Gorbach
Additional Item Attachment, patch #6127 (project freeciv):

File name: lua.patch  Size:19 KB


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[Freeciv-Dev] [patch #6127] Lua improvements (methods and effects) + Resource

2015-07-16 Thread J. M. Gorbach
URL:
  http://gna.org/patch/?6127

 Summary: Lua improvements (methods and effects) + Resource
 Project: Freeciv
Submitted by: gorb
Submitted on: Thu 16 Jul 2015 10:17:29 AM UTC
Category: general
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Methods:

(1) City: is_happy, is_unhappy, is_celebrating, rapture_grow,
got_defense_effect, is_gov_center, is_capital, is_city_center, is_free_worked
(2) Nation: is_nation_pickable, is_nation_playable
(3) Building_type: is_special_improvement 
(4) Resource: rule_name, name_translation, terrain_has_resource

Effects: unit_bonus, tile_bonus, building_bonus, unittype_bonus





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Date: Thu 16 Jul 2015 10:17:29 AM UTC  Name: lua.diff  Size: 20kB   By: gorb

http://gna.org/patch/download.php?file_id=24630

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[Freeciv-Dev] [bug #22082] Lua disaster signal can't suppress message We survived the disaster without serious damages.

2014-12-28 Thread J. M. Gorbach
Follow-up Comment #5, bug #22082 (project freeciv):

Trunk version: boolean passed to lua script, default.lua outputting the
message when appropriate. 
Very interesting, I read your patch. I have a question... Why 2 and not 3 in
your patch?

  luascript_signal_create(fcl, disaster, 2,

and the same...

script_server_signal_emit(disaster, 2,


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[Freeciv-Dev] [patch #5597] civ2civ3: achievements

2014-12-23 Thread J. M. Gorbach
Follow-up Comment #1, patch #5597 (project freeciv):

Nice idea.
I plan to add culture points and achievement to this ruleset, if you agree.
So... Culture can be negative? I read something about Civ3 culture system, but
I've never played Civ3. Maybe broke alliance, border friction or broke
alliance in wartime can cause a decrease of culture points.

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[Freeciv-Dev] [patch #5587] Labels for earth scenarios

2014-12-21 Thread J. M. Gorbach
Follow-up Comment #3, patch #5587 (project freeciv):

I wonder if there is a way to make that those labeled tiles have an effect
on the game. 
It's a very interesting idea. This can create an exciting element that
requires the player to adapt to the tactical situation!
My first idea was to find a way to increase the culture points of the owner
of a labeled tile, now that achievements are available in v2.6, but I'm not
sure if possible (or worth to implement).
Now.. Freeciv has the boolean 'hut_enter'. One possible solution... create
another boolean like 'tile_enter' or 'tile_place' with API_TYPE_TILE in
script_signal.c.

And.. Maybe we can write a lua script: 
when the explorer (land) - or the caravel (sea) - 
enter in the tile (xxx,xxx)
notify (You've climbed Mount Everest)
gain history



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[Freeciv-Dev] [bug #22082] Lua disaster signal can't suppress message We survived the disaster without serious damages.

2014-05-26 Thread J. M. Gorbach
Follow-up Comment #1, bug #22082 (project freeciv):

 Perhaps we can move the emission of the message to a default signal handler
in default.lua instead, and make emitting the message ruleset Lua's
responsibility?

I agree.

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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2014-02-25 Thread J. M. Gorbach
Follow-up Comment #4, patch #4011 (project freeciv):

I checked another time... 

File: server/sanitycheck.c

Function: static void check_map(const char *file, const char *function, int
line)

Specific:
193   SANITY_TILE(ptile, cont  0);
and
195 if (!is_ocean_tile(tile1)) {
196   SANITY_TILE(ptile, tile_continent(tile1) == cont);
197 }

There is a warning when I start a game (file #19670), I open and close Editing
Mode and Turn Done.

Tileset problem, it's probably incompatible with the ruleset: Map topology and
tileset incompatible.

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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2014-02-25 Thread J. M. Gorbach
Follow-up Comment #5, patch #4011 (project freeciv):

In my patch from 'tile_change_terrain' to 'tile_set_terrain'.

Fix... but when I turn Grassland into Ocean (resource: Whales).

in begin_turn() [srv_main.c::881]: assertion 'cont  0' failed.
in begin_phase() [srv_main.c::972]: assertion 'cont  0' failed.

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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2014-02-25 Thread J. M. Gorbach
Follow-up Comment #7, patch #4011 (project freeciv):

Are you recalculating the continents?
Ehm... no, because I don't know where I have to look. I searched in the code
*num_continents* and *last_num_continents*. Maybe I have to work in
server/generator files (i.e. utilities.c) or in ai/default/ (i.e. aidata.c and
aidata.h) or elsewhere (common, client, etc).

If you have any advice it would be very much appreciated! 

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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2014-01-04 Thread J. M. Gorbach
Follow-up Comment #3, patch #4011 (project freeciv):

I checked another time...

I added scripting lua (transform terrain -mountain- and place resource -gold-)
in the scenario. If I turn ocean, deep ocean or lake in mountains, there are
error messages. Same position, exactly on sanity_check().

If I turn plain in mountain, nothing... I don't know if swamp, glacier,
forest, hill or other terrains are ok, but I think so.



(file #19670)
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Additional Item Attachment:

File name: europe-200x100-v2.sav  Size:60 KB


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[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread J. M. Gorbach
Follow-up Comment #9, bug #21239 (project freeciv):

My suggestion tries to make these waves of units a valid tactic, as we see in
most wargames. 
I agree and if there is a possibility to control with Lua script these
waves... it's very interesting.

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[Freeciv-Dev] [patch #3361] Support web-links in helptexts

2013-07-18 Thread J. M. Gorbach
Follow-up Comment #5, patch #3361 (project freeciv):

I've found: https://developer.gnome.org/pango/unstable/index.html and
https://developer.gnome.org/pango/unstable/PangoMarkupFormat.html

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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2013-07-17 Thread J. M. Gorbach
URL:
  http://gna.org/patch/?4011

 Summary: Lua: edit.change_terrain and edit.place_resource
 Project: Freeciv
Submitted by: gorb
Submitted on: Wed 17 Jul 2013 10:46:27 AM GMT
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Add two new lua functions in module edit:
edit.change_terrain, change terrain
edit.place_resource

I've tested with:

function map_labels()
  local terrain = find.tile(170,230)
  edit.change_terrain(terrain, 'Mountains')
  local terrain = find.tile(170,230)
  edit.place_resource(terrain, 'Gold')
end

function turn_cb(turn, year)
  if turn == 0 then
  map_labels()
  end
end

Works, the result is a transformation from deep ocean to mountain, with a
resource (gold), but there are messages. 
Only change function:

in begin_turn() [srv_main.c::881]: assertion 'cont  0' failed.
( 170,  230) at Mountains
in begin_phase() [srv_main.c::948]: assertion 'cont  0' failed.
( 170,  230) at Mountains

Both functions (change and place):

in begin_phase() [srv_main.c::948]: assertion 'cont  0' failed.
( 170,  230) at Mountains




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File Attachments:


---
Date: Wed 17 Jul 2013 10:46:27 AM GMT  Name:
change_terrain_and_place_resource.diff  Size: 3kB   By: gorb

http://gna.org/patch/download.php?file_id=18310

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[Freeciv-Dev] [patch #3332] Negated requirements_vector

2013-04-25 Thread J. M. Gorbach
Follow-up Comment #5, patch #3332 (project freeciv):

I agree with bug #20695 and I ask to close this patch, because it's pointless.

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[Freeciv-Dev] [patch #3879] Remove negated reqs{} field in favor of something semantically nicer

2013-04-23 Thread J. M. Gorbach
Follow-up Comment #1, patch #3879 (project freeciv):

or by changing the word used to be something positive.
I agree.
Note that the introduction of nreqs uses an entirely different mechanism than
that suggested in patch #3332
The mechanism was wrong and my original idea was confuse. My purpose was the
patch #1342, where requirement_vector nreqs replaced obsoleted_by. This was
the second step.

The first step was in patch #1339, where requirement_vector reqs replaced the
fields require_advance, need_improvement and need_government.

Same for patch #1341 and #1340.



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[Freeciv-Dev] [bug #20086] in astr_vadd() [astring.c::164]: assertion '(size_t) -1 != new_len' failed.

2013-02-17 Thread J. M. Gorbach
Follow-up Comment #3, bug #20086 (project freeciv):

Does this patch also solve your problem? 
Yes, problem solve. Thanks!

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[Freeciv-Dev] [patch #3625] Unit nationality

2013-01-28 Thread J. M. Gorbach
Follow-up Comment #1, patch #3625 (project freeciv):

Great! :-)

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[Freeciv-Dev] [patch #3480] Tech helptext popup when tech researched

2013-01-18 Thread J. M. Gorbach
Follow-up Comment #1, patch #3480 (project freeciv):

 Should we provide this feature in client code (with option to disable those
popups) for all rulesets?
Yes :)

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-21 Thread J. M. Gorbach
Follow-up Comment #15, patch #3495 (project freeciv):

This last point is actually why I think this must be implemented in ruleset 
C-code. Server must be aware of the fact that city will be founded to starting
location before it assigns those locations.
I agree.

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-20 Thread J. M. Gorbach
Follow-up Comment #13, patch #3495 (project freeciv):

Should it be inserted into tolua_game.pkg?
Yes, it should be inserted into tolua_game.pkg and api_game_find.c

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[Freeciv-Dev] [bug #20086] in astr_vadd() [astring.c::164]: assertion '(size_t) -1 != new_len' failed.

2012-08-20 Thread J. M. Gorbach
URL:
  http://gna.org/bugs/?20086

 Summary: in astr_vadd() [astring.c::164]: assertion '(size_t)
-1 != new_len' failed.
 Project: Freeciv
Submitted by: gorb
Submitted on: lun 20 ago 2012 13:47:20 GMT
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2/2.4.0-beta1/trunk
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

256*256 (or 16*16*16*16) = 65536

static char buf[65536] in 2.3
static char buf[65536] in 2.4
static char buf[65536] in trunk v.21813

My scenario file: Formatted string bigger than 2 bytes.

I don't know if is a correct value, but I increased buf at 16777216
(256*256*256) and the error disappear. Maybe the correct value is 1048576
(16*16*16*16*16). 

Is it possible increase the buf for s2_4?



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---
Date: lun 20 ago 2012 13:47:20 GMT  Name: limit_buf_trunk.patch  Size: 537B  
By: gorb

http://gna.org/bugs/download.php?file_id=16413

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread J. M. Gorbach
Follow-up Comment #7, patch #3495 (project freeciv):

According to http://freeciv.wikia.com/wiki/Lua_reference_manual#find this
would be (if it is working) the missing function: Player find.leader
(nation_name) 
It's not working.

Original (working)
local owner = find.player(0)

Test (not working)
local owner = find.leader(Swedish)
local owner = find.leader('Swedish')
local owner = find.leader(Swedish)
local owner = find.leader(nation_swedish)
local owner = find.leader('nation_swedish')
local owner = find.leader(nation_swedish)

Error: [string script.code]:4: attempt to call field 'leader' (a nil value)

Question: should such functions be collected in something like a lua
(example) library?

I don't know. I write my function in scenario files between [script] code=$
and $.

Now I test the (untested) function, but... Where should I insert? Function
turn_cb(turn, year) or function  city_nation_swedish()?




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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread J. M. Gorbach
Follow-up Comment #9, patch #3495 (project freeciv):

Sorry about the confusion; I mean the function in comment #5 would be the
currently missing function find.leader(nation_name) implemented in lua. The
function find.player(player_name) could be implemented similar. I can't test
it at the moment ...

No problem. Thanks for your help!

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread J. M. Gorbach
Follow-up Comment #11, patch #3495 (project freeciv):

 The function should be inserted on its own (separate function). After that
you could change your function as follows.

Congratulations! Working! You missed only:

[...]
if (nation_str == plr_nation_str)
*then* return player
end
[...]

without *then* it's not working :)

Thanks Syntron!

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-15 Thread J. M. Gorbach
Follow-up Comment #3, patch #3495 (project freeciv):

From server/scripting/api_server_edit.c:


void api_edit_create_city(lua_State *L, Player *pplayer, Tile *ptile,
  const char *name)


Is it possible add ''Nation_Type *pnation'' at the API? If it's not possible
maybe create new API with ''Nation_Type *pnation''.

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[Freeciv-Dev] [bug #20058] Invalid string conversion from UTF-8 to CP1252 with Turkish leader name

2012-08-13 Thread J. M. Gorbach
Follow-up Comment #1, bug #20058 (project freeciv):

Invalid string conversion from UTF-8 to CP1252. 

Today same problem with 2.4.0-beta1 Gtk Windows package: Kriðjānis
Valdemārs (Latvian),  Džemal Bijedić (Bosnia) and Dragoş
(Moldavian).

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[Freeciv-Dev] [bug #20058] Invalid string conversion from UTF-8 to CP1252 with Turkish leader name

2012-08-13 Thread J. M. Gorbach
Additional Item Attachment, bug #20058 (project freeciv):

File name: leaders.pngSize:12 KB


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[Freeciv-Dev] [bug #20058] Invalid string conversion from UTF-8 to CP1252 with Turkish leader name

2012-08-13 Thread J. M. Gorbach
Follow-up Comment #3, bug #20058 (project freeciv):

gorb, did/do you see a similar problem with previous Windows versions?
No, I didn't/don't.

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-10 Thread J. M. Gorbach
Follow-up Comment #2, patch #3495 (project freeciv):

I used to insert in script.lua a function. 
Or in a scenario files between:

[script]
code=$
$

but it's not simply for novice. I have a scenario (Europe 350*350 - S_3) where
I generate 617 cities at the start. The problem are nations!
If I use script lua:

  local owner = find.player(0)

Maybe player(0) is Poland or Greece or United Kingdom, but Stockholm is
Swedish! I tried find.nation_type('nameofthenation') and
find.nation_type(nameofthenation), but both don't run.

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-09 Thread J. M. Gorbach
Follow-up Comment #1, patch #3495 (project freeciv):

I used to insert in script.lua a function.

function  city_nation_swedish()
  local owner = find.player(0)
  local Stockholm = find.tile(208,93)
  create_city(owner,  Stockholm, 'Stockholm')
end
function turn_cb(turn, year)
  if turn == 0 then
  city_nation_swedish()
  end
end
signal.connect('turn_started', 'turn_cb')

Maybe insert coordinates of city in scenario file, under nation start
position.

r0=Swedish
r0sx=208
r0sy=93
r0scity=Stockholm
r0sx=???
r0sy=???
r0scity=Sundsvall


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[Freeciv-Dev] [patch #3409] Update British Isles scenario format

2012-07-21 Thread J. M. Gorbach
Follow-up Comment #2, patch #3409 (project freeciv):

Eiher we should update to S2_4 format, or wait stable S2_5 format.
I don't know. Maybe there are other patch for S2_5.

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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-11 Thread J. M. Gorbach
Follow-up Comment #17, patch #3377 (project freeciv):

- Huts were not added to generated map
- Set only those server settings that should have non-default value
- Removed specials from savegame.options as there's no map included at all
- Restored one changed string

I applied the patch and tutorial.sav started without errors. More lighter with
21.6 kb (22.5 kb old tutorial.sav) :)

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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-10 Thread J. M. Gorbach
Follow-up Comment #13, patch #3377 (project freeciv):

Savegame format does't run for scenario files (ie. earth 160x90, etc.).
Neither

mapsize, FULLSIZE, FULLSIZE ?
size, x measure, y measure ?

nor

+topology, ISO|WRAPX, ISO|WRAPX ?
+mapsize, XYSIZE, XYSIZE ?
+xsize, x measure, x measure ?
+ysize, y measure, y measure ?



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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-10 Thread J. M. Gorbach
Follow-up Comment #15, patch #3377 (project freeciv):

That scenario has map already, server settings for generating one should not
matter.
Ok. Save and load tutorial.sav without errors.

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[Freeciv-Dev] [bug #19919] When playing scenario, normal save creates scenario

2012-07-10 Thread J. M. Gorbach
Follow-up Comment #2, bug #19919 (project freeciv):

Tested my theories. Fix attached.
Applied patch and bug seems fixed.

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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #1, patch #3377 (project freeciv):

Any volunteers?
I applied the patch, but... tutorial.sav don't start

in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in create_start_positions() [startpos.c::399]: assertion 'player_count() =
sum' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
The server couldn't allocate starting positions.
Failed to create suitable map, retrying with another mapseed
in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in create_start_positions() [startpos.c::399]: assertion 'player_count() =
sum' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
The server couldn't allocate starting positions.
Cannot create suitable map with given settings.
Segnalare questo messaggio a http://gna.org/projects/freeciv/

I tried with british-isles-85x80-v2.80.sav (edit by hand) and start without
problem.


(file #16018)
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Additional Item Attachment:

File name: british-isles-85x80-v2.80.sav.gz Size:3 KB


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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #4, patch #3377 (project freeciv):

Which branch you used? It should be compatible with current freeciv TRUNK.
I use rev. 21469



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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #5, patch #3377 (project freeciv):

I tried with british-isles-85x80-v2.80.sav (edit by hand) and start without
problem.
I made a mistake... British map doesn't start. Measure isn't 85x80, but
73x81.
I applied the patch, but... tutorial.sav doesn't start.
I added a minimap at the bottom of tutorial.sav

t000=
t001=gggg
t002=gggg
t003=
t004=
t005=
t006=
t007=
n000=
n001=
n002=
n003=
n004=
n005=
n006=
n007=

but same output.

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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #8, patch #3377 (project freeciv):

Applied patch:

+mapsize, FULLSIZE, FULLSIZE
+size, 1, 1

I don't know, maybe it's my pc, but the same output. Now I use rev. 21471,
last change jtn (2012-07-08 11:26:08 +0200).

in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in create_start_positions() [startpos.c::399]: assertion 'player_count() =
sum' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
The server couldn't allocate starting positions.
Failed to create suitable map, retrying with another mapseed
in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in create_start_positions() [startpos.c::399]: assertion 'player_count() =
sum' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
The server couldn't allocate starting positions.
Cannot create suitable map with given settings.
Segnalare questo messaggio a http://gna.org/projects/freeciv/


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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #10, patch #3377 (project freeciv):

More importantly, below minimum xsize and ysize settings were removed.
Exactly! Anyway new format is very interesting, great job!

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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #11, patch #3377 (project freeciv):

See bug #18476: allow to load games without a map (i.e. tutorial)?

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[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #12, patch #3377 (project freeciv):

Now I use rev. 21480 and tutorial.sav start without errors :)

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[Freeciv-Dev] [patch #3361] Support web-links in helptexts

2012-07-06 Thread J. M. Gorbach
Follow-up Comment #3, patch #3361 (project freeciv):

Maybe this library is useful:
http://sourceforge.net/projects/bbcodelib/

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[Freeciv-Dev] [patch #3332] Negated requirements_vector

2012-06-18 Thread J. M. Gorbach
URL:
  http://gna.org/patch/?3332

 Summary: Negated requirements_vector
 Project: Freeciv
Submitted by: gorb
Submitted on: Mon 18 Jun 2012 06:41:10 PM GMT
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Add 'requirement_vector nreqs':

* Base
* Cities
* Government
* Building
* Road
* Specialist

Gmake is OK: no warnings and no errors.

Add 'requirement_vector reqs';
Add 'requirement_vector nreqs':

* Nation

Gmake is OK: no warning and no error.



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File Attachments:


---
Date: Mon 18 Jun 2012 06:41:10 PM GMT  Name:
trunk-rev21330_bcsrgb_requirement_nreqs.diff  Size: 17kB   By: gorb

http://gna.org/patch/download.php?file_id=15842
---
Date: Mon 18 Jun 2012 06:41:10 PM GMT  Name:
trunk-rev21330_nations_reqs_nreqs.diff  Size: 4kB   By: gorb

http://gna.org/patch/download.php?file_id=15843

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[Freeciv-Dev] [patch #3332] Negated requirements_vector

2012-06-18 Thread J. M. Gorbach
Follow-up Comment #2, patch #3332 (project freeciv):

 Could you provide examples why you want the nreqs for each object type?

Yes, I can, but only one object type: building, see patch #1341.

Base, cities, government, road, nation and specialist are useless. I waste my
time, but see gmake without error is good.

Maybe for nation bug #18358, but I am not sure.






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[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-17 Thread J. M. Gorbach
Follow-up Comment #2, patch #3325 (project freeciv):

You remember me, but I've spent months with #1339.

Gmake result in SVN (rev. 21329) with your ruleset.c

ruleset.c: In function 'load_government_names':
ruleset.c:2488:24: error: 'MAX_NUM_USER_GOV_FLAGS' undeclared (first use in
this function)
ruleset.c:2488:24: note: each undeclared identifier is reported only once for
each function it appears in
ruleset.c:2494:5: warning: implicit declaration of function
'set_user_gov_flag_name' [-Wimplicit-function-declaration]
ruleset.c:2494:28: error: 'F_USER_GOV_FLAG_1' undeclared (first use in this
function)
ruleset.c: In function 'load_ruleset_governments':
ruleset.c:2590:5: warning: implicit declaration of function 'gtype_index'
[-Wimplicit-function-declaration]
ruleset.c:2592:5: error: 'struct government' has no member named 'flags'
ruleset.c:2592:5: error: 'struct government' has no member named 'flags'
ruleset.c:2593:5: warning: implicit declaration of function 'gtype_has_flag'
[-Wimplicit-function-declaration]
ruleset.c:2595:5: error: 'slist' undeclared (first use in this function)
ruleset.c:2595:43: error: 'nval' undeclared (first use in this function)
ruleset.c:2597:9: error: 'j' undeclared (first use in this function)
ruleset.c:2598:7: error: 'sval' undeclared (first use in this function)
ruleset.c:2599:16: warning: left-hand operand of comma expression has no
effect [-Wunused-value]
ruleset.c:2599:16: warning: value computed is not used [-Wunused-value]
ruleset.c:2599:16: warning: left-hand operand of comma expression has no
effect [-Wunused-value]
ruleset.c:2602:7: error: 'ival' undeclared (first use in this function)
ruleset.c:2602:7: warning: implicit declaration of function
'gov_flag_by_rule_name' [-Wimplicit-function-declaration]
ruleset.c:2604:9: warning: implicit declaration of function 'gtype_rule_name'
[-Wimplicit-function-declaration]
ruleset.c:2607:9: error: 'struct government' has no member named 'flags'
ruleset.c: In function 'send_ruleset_governments':
ruleset.c:4339:2: error: 'packet' undeclared (first use in this function)
ruleset.c:4339:18: error: 'struct government' has no member named 'flags'


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[Freeciv-Dev] [patch #1339] Unit type requirements

2012-05-14 Thread J. M. Gorbach
Follow-up Comment #12, patch #1339 (project freeciv):

Updated patch trunk rev.21272

Same gmake result...

(file #15739)
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[Freeciv-Dev] [patch #2310] AI traits patch

2012-04-05 Thread J. M. Gorbach
Follow-up Comment #5, patch #2310 (project freeciv):

I've got some ideas about the new ai handling architecture where traits
could be implemented.

Have you defined your ideas about the new ai handling (AI traits)?

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[Freeciv-Dev] [bug #19452] Crash after build Apollo Program

2012-04-05 Thread J. M. Gorbach
Follow-up Comment #3, bug #19452 (project freeciv):

 This feels like it could be related to bug #18532 (which has more
diagnosis).
See also bug #18279 and bug #15999.

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[Freeciv-Dev] [patch #1339] Unit type requirements

2012-04-03 Thread J. M. Gorbach
Follow-up Comment #11, patch #1339 (project freeciv):

Updated patch trunk rev.21114

The patch is different. I don't delete nothing, but I only add new functions:
server/ruleset.c, common/unittype.c, common/unittype.h, common/packets.def and
client/packhand.c.

gmake result:


city.c: In function 'city_choose_build_default':
city.c:1020:2: warning: comparison between pointer and integer [enabled by
default]

improvement.c: In function 'impr_provides_buildable_units':
improvement.c:334:3: warning: comparison between pointer and integer [enabled
by default]

unittype.c: In function 'unit_type_by_translated_name':
unittype.c:512:3: warning: comparison between pointer and integer [enabled by
default]
unittype.c: In function 'unit_type_by_rule_name':
unittype.c:529:3: warning: comparison between pointer and integer [enabled by
default]
unittype.c: In function 'can_unit_happen':
unittype.c:749:26: warning: passing argument 8 of 'are_reqs_active' from
incompatible pointer type [enabled by default]
requirements.h:95:6: note: expected 'const struct requirement_vector *' but
argument is of type 'struct requirement_vector **'
unittype.c:752:25: warning: passing argument 8 of 'are_reqs_active' from
incompatible pointer type [enabled by default]
requirements.h:95:6: note: expected 'const struct requirement_vector *' but
argument is of type 'struct requirement_vector **'
unittype.c: In function 'precalc_one':
unittype.c:813:3: warning: comparison between pointer and integer [enabled by
default]
unittype.c:822:5: warning: comparison between pointer and integer [enabled by
default]
unittype.c: In function 'unit_types_init':
unittype.c:982:5: warning: passing argument 1 of 'requirement_vector_init'
from incompatible pointer type [enabled by default]
../utility/specvec.h:72:1: note: expected 'struct requirement_vector *' but
argument is of type 'struct requirement_vector **'
unittype.c:983:5: warning: passing argument 1 of 'requirement_vector_init'
from incompatible pointer type [enabled by default]
../utility/specvec.h:72:1: note: expected 'struct requirement_vector *' but
argument is of type 'struct requirement_vector **'
unittype.c: In function 'unit_types_free':
unittype.c:1004:3: warning: comparison between pointer and integer [enabled by
default]
unittype.c:1006:5: warning: passing argument 1 of 'requirement_vector_free'
from incompatible pointer type [enabled by default]
../utility/specvec.h:117:1: note: expected 'struct requirement_vector *' but
argument is of type 'struct requirement_vector **'
unittype.c:1007:5: warning: passing argument 1 of 'requirement_vector_free'
from incompatible pointer type [enabled by default]
../utility/specvec.h:117:1: note: expected 'struct requirement_vector *' but
argument is of type 'struct requirement_vector **'

aiair.c: In function 'dai_choose_attacker_air':
aiair.c:444:3: warning: comparison between pointer and integer [enabled by
default]

aihunt.c: In function 'dai_hunter_guess_best':
aihunt.c:85:3: warning: comparison between pointer and integer [enabled by
default]
aihunt.c: In function 'dai_hunter_missile_want':
aihunt.c:165:3: warning: comparison between pointer and integer [enabled by
default]

aiparatrooper.c: In function 'dai_choose_paratrooper':
aiparatrooper.c:340:3: warning: comparison between pointer and integer
[enabled by default]

aiunit.c: In function 'update_simple_ai_types':
aiunit.c:2574:3: warning: comparison between pointer and integer [enabled by
default]

ruleset.c: In function 'load_unit_names':
ruleset.c:1098:3: warning: comparison between pointer and integer [enabled by
default]
ruleset.c: In function 'load_ruleset_units':
ruleset.c:1373:3: warning: comparison between pointer and integer [enabled by
default]
ruleset.c:1406:3: warning: comparison between pointer and integer [enabled by
default]
ruleset.c:1414:5: warning: passing argument 1 of 'requirement_vector_copy'
from incompatible pointer type [enabled by default]
../utility/specvec.h:110:1: note: expected 'struct requirement_vector *' but
argument is of type 'struct requirement_vector **'
ruleset.c:1417:5: warning: passing argument 1 of 'requirement_vector_copy'
from incompatible pointer type [enabled by default]
../utility/specvec.h:110:1: note: expected 'struct requirement_vector *' but
argument is of type 'struct requirement_vector **'
ruleset.c:1559:3: warning: comparison between pointer and integer [enabled by
default]
ruleset.c:1590:3: warning: comparison between pointer and integer [enabled by
default]
ruleset.c:1620:3: warning: comparison between pointer and integer [enabled by
default]
ruleset.c: In function 'load_ruleset_buildings':
ruleset.c:1819:5: warning: comparison between pointer and integer [enabled by
default]
ruleset.c: In function 'send_ruleset_units':
ruleset.c:3890:3: warning: comparison between pointer and integer [enabled by
default]
ruleset.c:3908:5: error: request for member 'size' in something not a
structure or union
ruleset.c:3908:5: error: request for member 'p' in 

[Freeciv-Dev] [patch #3143] Requirement lists for Disasters to happen

2012-02-19 Thread J. M. Gorbach
Follow-up Comment #1, patch #3143 (project freeciv):

Good work! I read DisasterReqs.diff and it's very useful for patch #1342 :)

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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-16 Thread J. M. Gorbach
Follow-up Comment #4, patch #3130 (project freeciv):

Do you plan to add requirement_vector?

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[Freeciv-Dev] [bug #19452] Crash after build Apollo Program

2012-02-16 Thread J. M. Gorbach
Follow-up Comment #1, bug #19452 (project freeciv):

File: stderr


1: Missing errno mapping for Winsock error #10053.
1: Please report this message at https://gna.org/projects/freeciv/
1: Lost connection to server: read error.


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[Freeciv-Dev] [bug #19452] Crash after build Apollo Program

2012-02-15 Thread J. M. Gorbach
URL:
  http://gna.org/bugs/?19452

 Summary: Crash after build Apollo Program
 Project: Freeciv
Submitted by: gorb
Submitted on: Wed 15 Feb 2012 11:06:23 AM GMT
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

Problem with huge maps (350x350 or 500x250) on Windows 7 and Vista.

http://forum.freeciv.org/viewtopic.php?p=28573#28573

I tried with earth map (500x250): 25 players.

Attach files: savegame, minimap1 and minimap2.

1st trial: minimap1
2nd trial: minimap2
3rd trial: crash

All 3 trials with same savegame.



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File Attachments:


---
Date: Wed 15 Feb 2012 11:06:23 AM GMT  Name: map.sav.bz2  Size: 113kB   By:
gorb

http://gna.org/bugs/download.php?file_id=15055
---
Date: Wed 15 Feb 2012 11:06:23 AM GMT  Name: minimap1.png  Size: 19kB   By:
gorb

http://gna.org/bugs/download.php?file_id=15056
---
Date: Wed 15 Feb 2012 11:06:23 AM GMT  Name: minimap2.png  Size: 17kB   By:
gorb

http://gna.org/bugs/download.php?file_id=15057

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[Freeciv-Dev] [patch #1339] Unit type requirements

2012-02-02 Thread J. M. Gorbach
Follow-up Comment #10, patch #1339 (project freeciv):

Update new file diff.

I'm at a standstill.

(file #14973)
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File name: trunk_requirement_vector-02-2012.zip Size:27 KB


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[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-10 Thread J. M. Gorbach

Follow-up Comment #9, patch #1339 (project freeciv):

Fixes common/unittype.h


  struct requirement_vector reqs;


with


  struct requirement_vector *reqs;


Now remove and rewrite need_improvement, need_government and
require_advance.


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[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-09 Thread J. M. Gorbach

Follow-up Comment #8, patch #1339 (project freeciv):

Fixed client/gui-gtk-2.0/helpdlg.c

Error in compilation:


make[3]: Entering directory `/home/gorb/freeciv/common'
Making all in aicore
make[4]: Entering directory `/home/gorb/freeciv/common/aicore'
  CC aisupport.lo
In file included from ../terrain.h:27:0,
 from ../requirements.h:24,
 from ../improvement.h:29,
 from ../city.h:28,
 from aisupport.c:24:
../unittype.h:232:29: error: field 'reqs' has incomplete type
make[4]: *** [aisupport.lo] error 1
make[4]: Leaving directory `/home/gorb/freeciv/common/aicore'
make[3]: *** [all-recursive] error 1
make[3]: Leaving directory `/home/gorb/freeciv/common'
make[2]: *** [all] error 2
make[2]: Leaving directory `/home/gorb/freeciv/common'
make[1]: *** [all-recursive] error 1
make[1]: Leaving directory `/home/gorb/freeciv'
make: *** [all] error 2


unittype.h row 232


  struct requirement_vector reqs;


Any ideas?

N.B. attached clientgui-gtk-2.0helpdlg.diff

(file #14776)
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[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-07 Thread J. M. Gorbach

Follow-up Comment #4, patch #1339 (project freeciv):

1. replace in the source code files in data.zip
2. replace in the source code files in code.zip
3. apply file #14713: patch.diff


Try to compile and the result:


libtool: link: ranlib .libs/libcivutility.a
libtool: link: ( cd .libs  rm -f libcivutility.la  ln -s
../libcivutility.la libcivutility.la )
gmake[3]: Leaving directory `/home/dude/src/freeciv-trunk/utility'
gmake[2]: Leaving directory `/home/dude/src/freeciv-trunk/utility'
Making all in common
gmake[2]: Entering directory `/home/dude/src/freeciv-trunk/common'
cd .  ./generate_packets.py
Traceback (most recent call last):
  File ./generate_packets.py, line 1850, in module
main()
  File ./generate_packets.py, line 1539, in main
packets.append(Packet(str,types))
  File ./generate_packets.py, line 1073, in __init__
self.fields=self.fields+parse_fields(i,types)
  File ./generate_packets.py, line 99, in parse_fields
assert mo,str
AssertionError: end
gmake[2]: *** [packets_generate] Error 1
gmake[2]: Leaving directory `/home/dude/src/freeciv-trunk/common'
gmake[1]: *** [all-recursive] Error 1
gmake[1]: Leaving directory `/home/dude/src/freeciv-trunk'
gmake: *** [all] Error 2


Thanks akfaew/dude for the help with compilation

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[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-07 Thread J. M. Gorbach

Follow-up Comment #5, patch #1339 (project freeciv):

I read in ./generate_packets.py: 


/
 *   THIS FILE WAS GENERATED
*
 * Script: common/generate_packets.py   
*
 * Input:  common/packets.def   
*
 *   DO NOT CHANGE THIS FILE
*

/


Now... probably the problem is in common/packets.def, but I don't find
anything. In this file I have edit only 3 rows:

Original

TECH tech_requirement;
UINT8 impr_requirement;
GOVERNMENT gov_requirement;


Edit

UINT8 reqs_count;
REQUIREMENT reqs[MAX_NUM_REQS:reqs_count];


Generate_packets.py generate packets.def or vice versa?

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[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-07 Thread J. M. Gorbach

Follow-up Comment #6, patch #1339 (project freeciv):

I found the problem.

common/packets.def lost two strings:


type UNIT_LIST  = unit_list(int)
type BUILDING_LIST  = building_list(int)


Now I update new Code.zip

(file #14772)
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[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-07 Thread J. M. Gorbach

Follow-up Comment #7, patch #1339 (project freeciv):

Error with new code.zip. Packtes.def contains many errors. Update new
version.

(file #14773)
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[Freeciv-Dev] [patch #1339] Unit type requirements

2011-12-14 Thread J. M. Gorbach

Follow-up Comment #3, patch #1339 (project freeciv):

Both patch are for TRUNK.

Now I look for these files:

* ai/default/advmilitary.c
* ai/default/aitech.c
* ai/default/aidiplomat.c
* ai/default/aiparatrooper.c
* ai/default/aisettler.c
* ai/default/aiunit.c
* client/helpdata.c
* common/unittype.c

All files contain string ''require_advance'', ''need_improvement'' and
''need_government''.

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[Freeciv-Dev] [patch #1339] Unit type requirements

2011-12-13 Thread J. M. Gorbach

Follow-up Comment #1, patch #1339 (project freeciv):

Premise: I'am not a programmer.

That being stated... Patch untested, probably bugged. The size is 677 kb
because I'am on Windows and I used WinMerge - awful software -.

Data.zip = cointains all units.ruleset


tech_req  = Pottery

 
replace with


reqs=
{ type, name, range
  Tech, Pottery, Player
}


Code.zip = contains edited file (packets.def, packhand.c, reqtree.c,
ruleset.c and unittype.c)

If it's not clear something.


(file #14710, file #14711, file #14712)
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Additional Item Attachment:

File name: unit_type_requirements.diffSize:677 KB
File name: code.zip   Size:82 KB
File name: data.zip   Size:60 KB


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[Freeciv-Dev] [patch #1339] Unit type requirements

2011-12-13 Thread J. M. Gorbach

Follow-up Comment #2, patch #1339 (project freeciv):

Update - new patch (untested, maybe bugged and maybe instable)

Remove ''require_advance'' from:
* client/gui-gtk-2.0/helpdlg.c
* client/gui-gtk-3.0/helpdlg.c
* client/gui-sdl/helpdlg.c
* client/gui-sdl/repodlgs.c
* client/gui-win32/helpdlg.c
* client/gui-xaw/helpdlg.c

Problem with client/gui-sdl/diplomat_dialog.c:

I don't know what to do with:


  /* get spy tech */
  i = advance_number(unit_type(game_unit_by_number(id))-require_advance);


It's only string in all file with ''require_advance''.



(file #14713)
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[Freeciv-Dev] [bug #17760] Zoom

2011-12-09 Thread J. M. Gorbach

Follow-up Comment #4, bug #17760 (project freeciv):

I found GEOC, GEOCANVAS and CRCANVAS. Retained mode 2D drawing libraries for
geographic or general purpose rendering.

http://geocanvas.sourceforge.net/

Only problem (maybe) are Python wrappers, but I don't know if these are
necessaries.

I read on stackoverflow these questions: 

1. displaying tiled map in Gtk+ app
(http://stackoverflow.com/questions/3622999/displaying-tiled-map-in-gtk-app)

2. What is the most performant way to implement zoom to a cairo-drawn canvas?
(http://stackoverflow.com/questions/6049208/what-is-the-most-performant-way-to-implement-zoom-to-a-cairo-drawn-canvas).

3. Transforming verticies with center point and scale factor?
(http://stackoverflow.com/questions/3588848/transforming-verticies-with-center-point-and-scale-factor)

4. scale surface without blurring it
(http://stackoverflow.com/questions/6743610/scale-surface-without-blurring-it)

I hope that these links are useful.

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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-02 Thread J. M. Gorbach

Follow-up Comment #5, bug #18756 (project freeciv):

Merging units? I.e. Regiment or Brigade composed of 5 units with a color or
symbol?

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[Freeciv-Dev] [bug #18761] Is_earth is a flat_earth

2011-09-30 Thread J. M. Gorbach

URL:
  http://gna.org/bugs/?18761

 Summary: Is_earth is a flat_earth
 Project: Freeciv
Submitted by: gorb
Submitted on: ven 30 set 2011 09:40:02 GMT
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

I created a map of earth (125.000 tiles) and I edited:

is_earth=0 to is_earth=1

but it isn't ''horizontal spherical''. Nothing error message.



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File Attachments:


---
Date: ven 30 set 2011 09:40:02 GMT  Name: earth-500x250-v1.0.sav.gz  Size:
17kB   By: gorb

http://gna.org/bugs/download.php?file_id=14183

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[Freeciv-Dev] [bug #18761] Is_earth is a flat_earth

2011-09-30 Thread J. M. Gorbach

Follow-up Comment #1, bug #18761 (project freeciv):

I.E. earth-160x90-v2.sav

Here the parameter: is_earth=1

Nothing black border right and left.


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[Freeciv-Dev] [bug #18761] Is_earth is a flat_earth

2011-09-30 Thread J. M. Gorbach

Follow-up Comment #3, bug #18761 (project freeciv):

 Could you try the setting topology? (see help via 'help topology'). I
think you should set it to WRAPX ...

Yes, run! I deleted ''topology_id=0''.



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[Freeciv-Dev] [patch #2911] Improvements to tutorial scenario

2011-08-14 Thread J. M. Gorbach

Follow-up Comment #1, patch #2911 (project freeciv):

A suggestion: convoy section. For each one you will see the port of origin
(city), port of destination (city or point of map), boat type and the number
of units.

It's complicated. I hope that you will find this useful.

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[Freeciv-Dev] [patch #2265] [metaticket] citizens

2011-08-14 Thread J. M. Gorbach

Follow-up Comment #9, patch #2265 (project freeciv):

 About 'underground independence': what should be the death of a player? if
there is no city and the last unit of a player is killed? Or if there is no
citizen left? Or should all citizens convert to the owner of the city if the
last unit is killed?

There is no city and the last unit of a player is killed.

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[Freeciv-Dev] [patch #2903] [Metaticket] xml-files instead of self-made section-file format

2011-08-13 Thread J. M. Gorbach

Follow-up Comment #1, patch #2903 (project freeciv):

Which freeciv-specific section file format? Scenarios? Rulesets? Maybe
Wesnoth system (files .cfg for scenarios, units, etc.)?

I don't know xml/xslt, but I am interested (especially scenarios).

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[Freeciv-Dev] [patch #2265] [metaticket] citizens

2011-08-12 Thread J. M. Gorbach

Follow-up Comment #7, patch #2265 (project freeciv):

-One question is, if it should be a 'real' ruleset option as it is now or an
effect.
I prefer an effect.
-The later would allow to change the result 
Buildings (ex. Courthouse and University)  and wonders (ex. French
Revolution? 1848?).
-Which are good for the game play and should be implemented? 
Ruled by foreign oppressor, Ethnic tensions and Underground independence
movement.

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[Freeciv-Dev] [patch #1338] [Metaticket] Generalize requirements

2011-08-12 Thread J. M. Gorbach

Follow-up Comment #1, patch #1338 (project freeciv):

A wish/suggestion... Nation in [Metaticket] Generalize requirements.

Example: http://forum.freeciv.org/viewtopic.php?t=6750

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[Freeciv-Dev] [patch #2709] Japanese clans nations

2011-06-14 Thread J. M. Gorbach

Follow-up Comment #2, patch #2709 (project freeciv):

The flags should be in svg, and shields will be generated using the svg
image. 

Ok!

Maybe it's a better idea to turn this into a mod? 

Yes, it's a better idea. Thanks for reply.

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[Freeciv-Dev] [patch #2709] Japanese clans nations

2011-06-12 Thread J. M. Gorbach

URL:
  http://gna.org/patch/?2709

 Summary: Japanese clans nations
 Project: Freeciv
Submitted by: gorb
Submitted on: Sun 12 Jun 2011 12:50:15 PM GMT
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:

Source: http://en.wikipedia.org/wiki/Japanese_clans

Feudal-era clan names: Date clan, Hojo clan, Mori clan, Oda clan, Shimazu
clan, Takeda clan and Tokugawa clan.

I don't know how to make a ''graphic shield / shield graphic''.


J.M.G./GM1530



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File Attachments:


---
Date: Sun 12 Jun 2011 12:50:15 PM GMT  Name: 7clanjapanese.zip  Size: 29kB  
By: gorb
File.zip: 7 rulesets, 7 flags and 7 large flags
http://gna.org/patch/download.php?file_id=13170

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

Follow-up Comment #3, bug #18085 (project freeciv):

Maybe enable construction bridge over the lake terrain is solution, but only
one tile over the lake. Nothing two tiles or crosswise / diagonally.

Example:
''p+p'' = plain - lake - plain
''rbr'' = road - bridge - road

Enable = north/south - east/west
Not Enable = northwest/southeast - northeast/southwest

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

Follow-up Comment #5, bug #18085 (project freeciv):

But shouldn't you be doing it in freeciv map editor anyway?

What should I do in freeciv map editor anyway? Place and remove rivers?

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

Follow-up Comment #7, bug #18085 (project freeciv):

River information is topmost bit in spe01_ maps. So, any tile with value
higher than or equal to 8 has river in it (possible hex values being
0,1,2,3,4,5,6,7,8,9,a,b,c,d,e,f). If value is less than 8, just add 8 to get
same specials as before + river.

I don't know how to explain this, but I know how to create the rivers in the
map. Value 2 has river in the nXXX layer. The attach file is check.

First question: 

Is it possible to associate river with letter or symbol in the tXXX layer?

No? No problem. 

Second question:

Is it possible to enable construction road over the lake terrain?

(file #12932)
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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

Follow-up Comment #9, bug #18085 (project freeciv):

Thanks for reply. 

Are you limiting yourself to creating maps usable with default ruleset, or
are you prepared to create custom rulesets to support them?

Default and custom rulesets.

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-29 Thread J. M. Gorbach

URL:
  http://gna.org/bugs/?18085

 Summary: River and Map Format
 Project: Freeciv
Submitted by: gorb
Submitted on: ven 29 apr 2011 21:25:43 GMT
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Freeciv has 13 id terrains: glacier, deep ocean, desert, forest, plains,
grassland, hills, jungle, lake, mountains, ocean, swamp and tundra. 

Every terrain is related to letter: http://freeciv.wikia.com/wiki/Map_format

I create scenarios (http://forum.freeciv.org/viewtopic.php?t=6328) and I find
complicated insert rivers in scenario. I used lake id terrain (+) for river,
but things are not going well... many problems.

Is it possibile to associate river with letter or symbol?






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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-29 Thread J. M. Gorbach

Follow-up Comment #2, bug #18085 (project freeciv):

I read in Map Format: ''spe_XX_ list of all specials located on the
map''. Specials are buffalo, coal, fish, etc. 

I know how to insert river in file.sav: I write 2 in n000.

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[Freeciv-Dev] [bug #17962] Inability to generate huge maps

2011-04-06 Thread J. M. Gorbach

Follow-up Comment #7, bug #17962 (project freeciv):

The same problem with 2.3.0-beta4 on a Windows Vista.

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