Re: [Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-15 Thread Bernd Jendrissek
On Sat, Feb 13, 2010 at 7:50 PM, Daniel Markstedt
 wrote:
> I disagree - a city that ends up on a glacier would rather quickly be
> abandoned by humans. IMHO. ;)

The "terrain" of a city is a bit fuzzy; if you walked around New
Orleans, would you say "swamp"?  Or around Kuala Lumpur, "jungle"?
Cities impose their own climate on their territory: they'd melt the
glacier directly underneath.

> It would make sense from a game-play POW as well: If a city cannot be built
> on terrain X, it cannot exist on terrain X either.

Is it desireable to give a mountain nation an incentive to nuke the
world, being practically invulnerable to climate change on their high
perch, able to destroy (a more potent ability than just making them
shrink) cities without even going anywhere near?

What if the city your leader unit sits in, dies because the terrain
changed?  Or if you only have one size 20 city perched on a tundra
peninsula?  It would be very disappointing (un-fun) to lose the game
because the random number generator picked your city's tile to change.

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-14 Thread Daniel Markstedt
On Sun, Feb 14, 2010 at 5:03 AM, David Lowe  wrote:
> On 13 Feb, 2010, at 9:22 AM, pepeto wrote:
>
>> Then it should be considered 2 different terrain cases: the terrain where we
>> cannot *build* a city, the terrain there cannot *be* a city... (e.g. a city
>> could hold on ice, but not on ocean).
>
>        Oh?  
> http://www.cnn.com/2009/TECH/03/09/floating.cities.seasteading/index.html
>

This would make for a really cool city improvement. :)

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-13 Thread David Lowe
On 13 Feb, 2010, at 9:22 AM, pepeto wrote:

> Then it should be considered 2 different terrain cases: the terrain where we
> cannot *build* a city, the terrain there cannot *be* a city... (e.g. a city
> could hold on ice, but not on ocean).

Oh?  
http://www.cnn.com/2009/TECH/03/09/floating.cities.seasteading/index.html

Sent from my MacBookPro

"Now a pestering sister's a festering blister, you'd best-a resist her"
___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-13 Thread pepeto

Follow-up Comment #17, bug #15258 (project freeciv):

> I disagree - a city that ends up on a glacier would rather
> quickly be abandoned by humans. IMHO. ;)

But the food would decrease fast on ice, so population will reduce soon...


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-13 Thread Daniel Markstedt

Follow-up Comment #16, bug #15258 (project freeciv):

I disagree - a city that ends up on a glacier would rather quickly be
abandoned by humans. IMHO. ;)

It would make sense from a game-play POW as well: If a city cannot be built
on terrain X, it cannot exist on terrain X either.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-13 Thread pepeto

Follow-up Comment #15, bug #15258 (project freeciv):

Then it should be considered 2 different terrain cases: the terrain where we
cannot *build* a city, the terrain there cannot *be* a city... (e.g. a city
could hold on ice, but not on ocean).

___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-13 Thread Daniel Markstedt

Follow-up Comment #14, bug #15258 (project freeciv):

Just a general reflection: How about allowing extreme climate change to turn
city tiles into glacier or ocean again - and then destroying the city when
this happens? Inspired by 'The Day After Tomorrow'. =)

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-07 Thread pepeto

Update of bug #15258 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-06 Thread pepeto

Update of bug #15258 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #7:

> That's a good idea.

Changed my mind.  The problem is that it could also be changed to ocean... 
So it's really not a good idea.


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-06 Thread pepeto

Update of bug #15258 (project freeciv):

  Status:  Ready For Test => In Progress

___

Follow-up Comment #6:

Yoav Luft wrote:
> Maybe we should simply allow cities to exist on such tiles, but
> not be created on? I mean, it's nuclear winter, and yeah, some
> cities might be caught in newly created glacier, or something.

That's a good idea.


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-06 Thread Yoav Luft
Maybe we should simply allow cities to exist on such tiles, but not be
created on? I mean, it's nuclear winter, and yeah, some cities might
be caught in newly created glacier, or something.

On Sat, Feb 6, 2010 at 11:56 AM, pepeto
 wrote:
>
> Update of bug #15258 (project freeciv):
>
>         Planned Release:                   2.2.0 => 2.1.12, 2.2.0
>
>    ___
>
> Follow-up Comment #5:
>
> Fix for S2_1 attached.
>
>
> (file #7948)
>    ___
>
> Additional Item Attachment:
>
> File name: S2_1_city-check-for-nuclear_winter-and-global_warming.diff Size:0
> KB
>
>
>    ___
>
> Reply to this item at:
>
>  
>
> ___
>  Message posté via/par Gna!
>  http://gna.org/
>
>
> ___
> Freeciv-dev mailing list
> Freeciv-dev@gna.org
> https://mail.gna.org/listinfo/freeciv-dev
>

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-06 Thread pepeto

Update of bug #15258 (project freeciv):

 Planned Release:   2.2.0 => 2.1.12, 2.2.0  

___

Follow-up Comment #5:

Fix for S2_1 attached.


(file #7948)
___

Additional Item Attachment:

File name: S2_1_city-check-for-nuclear_winter-and-global_warming.diff Size:0
KB


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-04 Thread pepeto

Update of bug #15258 (project freeciv):

 Assigned to:None => pepeto 


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-02 Thread pepeto

Follow-up Comment #4, bug #15258 (project freeciv):

Good patch!


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-02 Thread Matthias Pfafferodt

Update of bug #15258 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #3:

> The correct fix would be to avoid the terrain change via
> global warming or nuclear winter when the new terrain has the
> TER_NO_CITIES flag and the tile contains a city. 

This is done by the attached patch ...

(file #7885)
___

Additional Item Attachment:

File name: 0004-city-check-for-nuclear_winter-and-global_warming.patch Size:1
KB


___

Reply to this item at:

  

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-02 Thread pepeto

Update of bug #15258 (project freeciv):

 Planned Release: => 2.2.0  


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-02 Thread pepeto

Follow-up Comment #2, bug #15258 (project freeciv):

> I'm afraid I didn't write down the exact error, but ISTR a line
> 247 mentioned.  Ah, this one:
>
> server/sanitycheck.c:247:  SANITY_CITY(pcity,
> !terrain_has_flag(tile_terrain(pcenter), TER_NO_CITIES));
>
> I'm not aware of any state variable that remembers whether the
> last turn resulted in random terrain changes; otherwise one
> could just wrap that TER_NO_CITIES check in if
> (game.info.last_turn_had_upset) { ... }

Thank you, this help us a lot to know what is the problem.  The correct fix
would be to avoid the terrain change via global warming or nuclear winter
when the new terrain has the  TER_NO_CITIES flag and the tile contains a
city.


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-02 Thread Bernd Jendrissek
On Tue, Feb 2, 2010 at 12:10 AM, pepeto
 wrote:
> Follow-up Comment #1, bug #15258 (project freeciv):
>
> Do you have a more precise error message?

I'm afraid I didn't write down the exact error, but ISTR a line 247
mentioned.  Ah, this one:

server/sanitycheck.c:247:  SANITY_CITY(pcity,
!terrain_has_flag(tile_terrain(pcenter), TER_NO_CITIES));

I'm not aware of any state variable that remembers whether the last
turn resulted in random terrain changes; otherwise one could just wrap
that TER_NO_CITIES check in if (game.info.last_turn_had_upset) { ... }

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-01 Thread pepeto

Follow-up Comment #1, bug #15258 (project freeciv):

Do you have a more precise error message?


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-01 Thread anonymous

URL:
  

 Summary: Some cities fail sanity checking after nuclear
winter
 Project: Freeciv
Submitted by: None
Submitted on: Monday 02/01/2010 at 18:01 CET
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: bernd.jendris...@gmail.com
 Open/Closed: Open
 Release: 2.2.0-beta3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

My playing partner lost and got bored watching me finish the job, and
eventually started creating (editor mode) and then using nukes, triggering
nuclear winter.  Some of the terrain changed to arctic as usual, but since
there were already cities on some of those tiles, one of the city sanity
checks failed.  Unclean, but no interruption of service.




___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev