[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3
Follow-up Comment #14, bug #22567 (project freeciv): Where do patches get submitted for testing? To tickets. See bottom of the this ticket screen for Attached Files Once the patch has been committed, the Status fill be changed to Fixed (now Ready For Test) ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Update of bug #22567 (project freeciv): Status: Ready For Test = None ___ Follow-up Comment #15: Reverting patch #4970 and patch #4971 affecting reverse pathfinding maps make AI to defend itself again. I did a test, and it didn't change anything. I think this is not a pf issue. However, I will make a separate item for the pf_reverse_map. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Follow-up Comment #16, bug #22567 (project freeciv): I think this is not a pf issue. Umh, what else there was in patch #4970 and patch #4971 to explain this? Or do you think it's dormant issue that pf changes activate? ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Follow-up Comment #17, bug #22567 (project freeciv): Umh, what else there was in patch #4970 and patch #4971 to explain this? Or do you think it's dormant issue that pf changes activate? I don't know. I have posted the reverse map (new version) at patch #5201. If it really fixes the symptoms, I would say I have done a mistake testing without patch #4970 and patch #4971 (forgot to compile?). ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Follow-up Comment #18, bug #22567 (project freeciv): If diagnosis and a fix aren't imminent, would changing the title to most cities undefended be helpful? The behavior is not civ2civ3 specific, and most cities are walk-ins for so long that it's not accurate to say they're early cities. I don't seem to be able to change the title of the bug myself. A previous recent release of Freeciv, I forget which one, had the opposite behavior. The AI turtled up with defensive units and city walls almost immediately, creating what I called bitter pills. It became completely unprofitable to try to jump other civs early. This made the game slower and more tedious, digging all these bitter pills out. Could it be that someone fixed this turtling behavior, sending the AI priorities too far in the opposite direction? ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Update of bug #22567 (project freeciv): Status:None = Ready For Test Planned Release: = 2.6.0 ___ Follow-up Comment #8: Reverting patch #4970 and patch #4971 affecting reverse pathfinding maps make AI to defend itself again. I was afraid about that. I have made a patch yesterday in case it would help. In this one, pf_reverse_map will returns very closer values. It will also be able to handle move_rate=0, moves_left0. Patch attached. After a gprof test, I have noticed that the AI consume very more CPU, the function pf_normal_map_iterate() takes around 20-25% of the time, but nation splits are really more rare. Sorry for having mentioned S2_5 earlier in the thread. It is specific to trunk. (file #22061) ___ Additional Item Attachment: File name: pf_reverse_map.patch Size:16 KB ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Follow-up Comment #10, bug #22567 (project freeciv): No change for civ2civ3 in SVN rev 26253. Victory in 57 turns. Will test the default ruleset. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Follow-up Comment #12, bug #22567 (project freeciv): No city defense for default ruleset in SVN rev 26253. After eating 1.5 enemy civs without challenge, I gave up. Only thing slowing me down was not starting on the same continent with all of them. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Follow-up Comment #13, bug #22567 (project freeciv): I saw that he had committed something to trunk. Where do patches get submitted for testing? ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Follow-up Comment #4, bug #22567 (project freeciv): I think cazfi has said that AI city defence on trunk is known to be weak/nonexistent at the moment. See also bug #22556. So I suspect this is not a civ2civ3-specific problem. (Can't find it now, maybe it was on IRC?) ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Follow-up Comment #7, bug #22567 (project freeciv): Reverting patch #4970 and patch #4971 affecting reverse pathfinding maps make AI to defend itself again. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Follow-up Comment #2, bug #22567 (project freeciv): AI is enable to handle the real unit type of a unit in S2_5. It would need something like patch #4970. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ 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 #22567] early cities undefended in civ2civ3
Follow-up Comment #1, bug #22567 (project freeciv): It is easier to win in civ2civ3 than you suggest. Switch to tribal government and all enemy AI civs are easily reached and killed just by marching 2 squares at a time. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev