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
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.

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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 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. :)

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[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'. =)

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[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).

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[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.

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[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...


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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
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[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 


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[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  

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Follow-up Comment #5:

Fix for S2_1 attached.


(file #7948)
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Additional Item Attachment:

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

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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.


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[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 

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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.


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[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 


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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
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) { ... }

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[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.


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[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  


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[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 

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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)
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[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!


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

2010-02-01 Thread anonymous

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: 

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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.




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[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?


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