Re: [Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter
On Sat, Feb 13, 2010 at 7:50 PM, Daniel Markstedt no-reply.invalid-addr...@gna.org 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
On Sun, Feb 14, 2010 at 5:03 AM, David Lowe doctorjl...@verizon.net 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
[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter
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: http://gna.org/bugs/?15258 ___ 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
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: http://gna.org/bugs/?15258 ___ 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
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: http://gna.org/bugs/?15258 ___ 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
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: http://gna.org/bugs/?15258 ___ 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
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
Update of bug #15258 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?15258 ___ 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
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: http://gna.org/bugs/?15258 ___ 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
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 no-reply.invalid-addr...@gna.org 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: http://gna.org/bugs/?15258 ___ 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
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: http://gna.org/bugs/?15258 ___ 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
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: http://gna.org/bugs/?15258 ___ 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
Update of bug #15258 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?15258 ___ 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
On Tue, Feb 2, 2010 at 12:10 AM, pepeto no-reply.invalid-addr...@gna.org 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
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: http://gna.org/bugs/?15258 ___ 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
Update of bug #15258 (project freeciv): Planned Release: = 2.2.0 ___ Reply to this item at: http://gna.org/bugs/?15258 ___ 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
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: http://gna.org/bugs/?15258 ___ 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
Follow-up Comment #4, bug #15258 (project freeciv): Good patch! ___ Reply to this item at: http://gna.org/bugs/?15258 ___ 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
URL: http://gna.org/bugs/?15258 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: http://gna.org/bugs/?15258 ___ 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
Follow-up Comment #1, bug #15258 (project freeciv): Do you have a more precise error message? ___ Reply to this item at: http://gna.org/bugs/?15258 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev