[Freeciv-Dev] [patch #4531] "Cultured_City" and "Cultured_Nation" achievements

2014-02-23 Thread Marko Lindqvist
URL:
  

 Summary: "Cultured_City" and "Cultured_Nation" achievements
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 23 Feb 2014 10:11:06 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Add achievement types "Cultured_City" and "Cultured_Nation". Former requires
player to have a city that alone has given number of culture points, latter
checks player's total (all cities) culture points.



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File Attachments:


---
Date: Sun 23 Feb 2014 10:11:07 AM EET  Name: CulturedAchievements.patch  Size:
3kB   By: cazfi



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[Freeciv-Dev] [patch #4532] "CityTile" requirement type "Worked"

2014-02-23 Thread Marko Lindqvist
URL:
  

 Summary: "CityTile" requirement type "Worked"
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 23 Feb 2014 10:30:22 AM EET
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Currently "CityTile" requirement supports checking only if the tile is
"Center". The most needed addition would be checking if tile is "Worked".

It's should be rather easy task (seach keywords from the related source files
and do the necessary additions), and as I'm not yet needing it really
urgently, I'd rather leave it to someone else to get familiar with the
requirements system. Will get back to it at some point if nobody has
volunteered.





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[Freeciv-Dev] [patch #4533] Requirement type "Style"

2014-02-23 Thread Marko Lindqvist
URL:
  

 Summary: Requirement type "Style"
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 23 Feb 2014 10:39:23 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Add requirement type "Style". It's available only in player range, and refers
to nation style in use. Meant to be used for determining music and city styles
to use in the future.



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File Attachments:


---
Date: Sun 23 Feb 2014 10:39:23 AM EET  Name: StyleReq.patch  Size: 7kB   By:
cazfi



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[Freeciv-Dev] [patch #4487] [Metaticket] Music switching system

2014-02-23 Thread Marko Lindqvist
Update of patch #4487 (project freeciv):

  Depends on: => patch #4533


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[Freeciv-Dev] [patch #4534] Mood

2014-02-23 Thread Marko Lindqvist
URL:
  

 Summary: Mood
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 23 Feb 2014 10:59:51 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Add concept of nation mood. Server determines it (MOOD_COMBAT if player is in
war, MOOD_PEACEFUL otherwise), and sends to client, but it's not yet used for
anything.



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---
Date: Sun 23 Feb 2014 10:59:51 AM EET  Name: Mood.patch  Size: 6kB   By: cazfi



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[Freeciv-Dev] [patch #4487] [Metaticket] Music switching system

2014-02-23 Thread Marko Lindqvist
Update of patch #4487 (project freeciv):

  Depends on: => patch #4534


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[Freeciv-Dev] [bug #21532] Windows installation tries to run modpack installer by wrong name

2014-02-23 Thread Marko Lindqvist
Update of bug #21532 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #21710] Add inspirational descriptions or quotes to each technology in ruleset

2014-02-23 Thread Andreas Rosdal
URL:
  

 Summary: Add inspirational descriptions or quotes to each
technology in ruleset
 Project: Freeciv
Submitted by: andreasr
Submitted on: Sun Feb 23 09:18:46 2014
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I suggest we add support for some inspirational descriptions or quotes to each
technology in the ruleset. This text could be displayed in the research dialog
once the technology has been fully researched. Further, we could concider
adding images to each tech to be shown as well.




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[Freeciv-Dev] [bug #18052] Black bands across the map after loading saved game

2014-02-23 Thread Andreas Rosdal
Update of bug #18052 (project freeciv):

  Status:None => Fixed  

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Follow-up Comment #3:

I haven't seen this reported in a very long time, so it must be fixed. Closing
bug.

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[Freeciv-Dev] [bug #18052] Black bands across the map after loading saved game

2014-02-23 Thread Andreas Rosdal
Update of bug #18052 (project freeciv):

 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #21693] server crash

2014-02-23 Thread Marko Lindqvist
Follow-up Comment #6, bug #21693 (project freeciv):

> Think this might have been caused by patch #4445 (post 2.4.2):
> when building the autoattack list, unit_survive_autoattack()
> treats return from can_unit_attack_unit_at_tile() as boolean,
> but it's now an enum.

That's certainly a bug, and almost certainly cause of this particular crash.
Checking now, it seems I missed also some other can_unit_attack_unit_at_tile()
callers (several in AI) when making patch #4445. File under "grepping
failures".


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[Freeciv-Dev] [bug #20830] Something funny about the map when starting tutorial scenario

2014-02-23 Thread Andreas Rosdal
Update of bug #20830 (project freeciv):

 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #21711] Realistic Terrain Rendering for Freeciv

2014-02-23 Thread Andreas Rosdal
URL:
  

 Summary: Realistic Terrain Rendering for Freeciv
 Project: Freeciv
Submitted by: andreasr
Submitted on: Sun Feb 23 09:30:16 2014
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I wish Freeciv had more realistic terrain rendering, so I would like to
collect ideas about how to implement this. See comparable non-open source
alternatives for an idea about what I'd like to see. 
The rendering technology could be based on OpenGl/WebGl with
custom OpenGl shaders, or perhaps prerendered terrain tiles in 
the current clients. So, how can we get better-looking graphics?




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[Freeciv-Dev] [bug #21710] Add inspirational descriptions or quotes to each technology in ruleset

2014-02-23 Thread Christian Knoke
Follow-up Comment #1, bug #21710 (project freeciv):

And a generated message of "You can now build this and that and foo and bar
...".

This one is "for free", so the inspirational text can focus on something
beyond. I always liked the railroad message ... (besides the formatting is
wrong).

Images are already there..

Now I want to make a suggestion for the realisation. This is to provide a form
of default 'inspirational descriptions'. This is because most rulesets have a
large set of common techs and you'll end up put the same descriptions
everywere. Also, the slightest difference between rulesets bring these texts
two- or multifold in the translation file.




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[Freeciv-Dev] [bug #21702] Server built without bzip2 fails to load .bz2 savegame without explaining why

2014-02-23 Thread Christian Knoke
Follow-up Comment #7, bug #21702 (project freeciv):

Two things were helpful:

1) An informataion line in the ./configure summary about which compressions
are to built in and which not (but could).

2) an error message for the load command, "The savegame could not be loaded,
because this freeciv-server programm does not support the type of compression
of your file. According to the ending of the name of the file, "bz2",  this is
bzip2 compression. You can rebuild your Freeciv program to support this, or
you decompress your savegame manually, e.g by 'bunzip2 savegame.sav.bz' on the
console."

There might be other error reasons, when you copy savegames.
  

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[Freeciv-Dev] [bug #21703] penalty applied when change between city improvements

2014-02-23 Thread Christian Knoke
Follow-up Comment #5, bug #21703 (project freeciv):

Cannot reproduce in Version 2.4.2+ (r24530).

> Even if I change it back to Library, I won't get 22 stones back. 

Think this 2nd bug. Seen this too, But don't know where.

Christian


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[Freeciv-Dev] [bug #21703] penalty applied when change between city improvements

2014-02-23 Thread Christian Knoke
Follow-up Comment #6, bug #21703 (project freeciv):

Can reproduce in Freeciv Version 2.4.2+ (r24482) on ARM. (Server)

Client on i386.

Options to autogen.sh were (most probably):
--enable-svnrev 
--enable-client=gtk2 
--enable-fcmp=yes 
--with-readline 
--with-efence 
--enable-fcdb=all 
--enable-ipv6=yes 
--with-xawrd 
--enable-mapimg=magickwand

Client caps: +Freeciv-2.4-network rules_finished trademindist_size
actcount_range wonder_city_id bulbs_size
Server caps: +Freeciv-2.4-network rules_finished trademindist_size
actcount_range wonder_city_id bulbs_size

--debug 3 log attached.

Christian


(file #20149)
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Additional Item Attachment:

File name: buglog.bz2 Size:10 KB


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[Freeciv-Dev] [patch #3286] Running the GTK version under W2000

2014-02-23 Thread Jacob Nevins
Follow-up Comment #6, patch #3286 (project freeciv):

A recent edit to http://www.freeciv.org/wiki/Forum:Entry_point_not_found
suggests that this problem is still happening with 2.3.5 and Windows 2000.

It links to several solutions, which boil down to including Wspiapi.h before
using freeaddrinfo() (see MSDN
).

Originally, we diagnosed our problem as being in precompiled Glib, for which I
think this solution wouldn't have helped.
However, we now have at least one direct reference to freeaddrinfo(), in
netintf.c; so perhaps Microsoft's advice applies to us now.

Also, on Glib:

> Some Googling suggests Glib versions 2.20.5 < x < 2.22.5 are 
> affected by this Win2K issue.
Looking through the Glib git repository, I think the fix referred to early
went in between 2.23.4 and 2.23.5, and on the stable glib-2-22 branch between
2.22.4 and 2.22.5.

I believe the current Windows installers we ship use Glib 2.34.3 (at least,
2.4.1 Gtk2 did, and I believe 2.3.5 and 2.4.2 are the same).
The older bundle we used for 2.3.4 included Glib 2.24.2.
So, both long postdate the fixed Glib.

However, in the Glib ticket
, Tor Lillqvist says "the
patch won't help those using my binaries, though, as they are built with a
compiler that does not come with ". Maybe we fall into that
category? Later it is said "the only solution to this bug that I'm aware of --
if you need to
go the pre-compiled route -- is to use Glib 2.22.1."

(I note a commit 2012-12-02 in upstream Glib

with log message "this commit effectively drops the Windows 2000 support in
glib". I think this debuted in release 2.35.3. So if/when we upgrade to that,
we have no hope of continuing Win2K support.)

If we're not going to address this -- and given the above hairball and the
time since Win2K went obsolete, I'm inclined not to try -- we should at least
remove claims from the wiki that our current packages support Windows 2000 and
NT, since they clearly don't.

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[Freeciv-Dev] [bug #21640] AI set taxes >0% to luxury, and 0% science, in wrong situations

2014-02-23 Thread David Fernandez
Follow-up Comment #9, bug #21640 (project freeciv):

Patch for TRUNK and S2_5.

When AI is "onwarfooting", the reamaining taxes (after paying upkeeps) are set
to maximize the gold, and the rest goes to science (instead of luxury).

I have verified that this patch does not affect the AI when max taxes are 100%
(autogames with same seed, classic rules, and hard AI level).


(file #20150, file #20151)
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Additional Item Attachment:

File name: TaxesOnWarFooting-2.patch  Size:1 KB
File name: TaxesOnWarFooting-S2_5-2.patch Size:1 KB


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[Freeciv-Dev] [bug #21712] Better compare FREECIV_SAVE_PATH and --saves in freeciv-server man page

2014-02-23 Thread Jacob Nevins
URL:
  

 Summary: Better compare FREECIV_SAVE_PATH and --saves in
freeciv-server man page
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 23 Feb 2014 12:31:58 UTC
Category: docs
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

A discussion on the forum
 highlights
that the descriptions of FREECIV_SAVE_PATH (read) and --saves (write) could
helpfully reference each other -- if you're trying to influence where save
files are written, FREECIV_SAVE_PATH looks like it might be what you want, but
isn't.




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[Freeciv-Dev] [bug #21710] Add inspirational descriptions or quotes to each technology in ruleset

2014-02-23 Thread Jacob Nevins
Follow-up Comment #2, bug #21710 (project freeciv):

> I always liked the railroad message ...
Patch #4405 discusses a problem we're about to have with the railroad message.
Perhaps it's of interest to your goals too.

> Further, we could concider adding images to each tech to be 
> shown as well. [...] Images are already there..
Indeed, they are, but underused -- you only ever see them in the help.

> And a generated message of "You can now build this and 
> that and foo and bar ...".
I have some vague thoughts on how we can improve the built-in autogenerated
help with hyperlinks, which might help with this too. I should find time to
write them up.

> Now I want to make a suggestion for the realisation. This is to 
> provide a form of default 'inspirational descriptions'. This is 
> because most rulesets have a large set of common techs and 
> you'll end up put the same descriptions everywere. Also, the 
> slightest difference between rulesets bring these texts two- or 
> multifold in the translation file. 
This problem isn't unique to these messages, though -- we have to work quite
hard to make existing ruleset descriptions not diverge unnecessarily across
the many rulesets we ship. So I don't think we should invent some new solution
just for one aspect of rulesets.

I'm strongly inclined not to try to solve that problem by having pools of
strings, meaning we have to think up names for each string -- something the
gettext approach to i18n avoids, which I'm rather glad of.
Rather, I'd prefer to investigate ways to make discrepancies more obvious --
some check that developers (and maybe ruleset editors) can run to see if
they've introduced new divergent strings, reports on strings indexed by
similarity, that sort of thing.
For instance, I've vaguely wondered about freeciv-ruledit being able to flag
how many translations are available in currently loaded localisations for the
currently entered string in an edit box (and maybe suggest similar strings?)

(The inspirational messages sound like a bit of an l10n nightmare to me. Also,
we're not going to be able to get Leonard Nimoy
 to read them out for us. Maybe RMS? <--
JOKE)

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[Freeciv-Dev] [patch #4405] Move automatic road/base messages ("New hope sweeps like fire...") to Lua script?

2014-02-23 Thread Jacob Nevins
Follow-up Comment #5, patch #4405 (project freeciv):

If we're to do anything about this for 2.5, it blocks the data file format,
freeze, I think?

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[Freeciv-Dev] [bug #21666] Freeciv web: Bundled vagrant script don't work

2014-02-23 Thread Sveinung Kvilhaugsvik
Follow-up Comment #10, bug #21666 (project freeciv):

> Could you please check the logs from running publite2?
I remember a message about how it didn't start.

> Are you able to start publite2 manually?
No. I was also unable to stop the server. When I powered down the virtual
machine, provisioned it again and ran the scripts to start freeciv-web I got
another error: it would fail after the front page when trying to start a new
game.

> I suspect that you get this error because you are running low on memory.
Agreed. I think that new, random failures are likely to appear because of it.
Should we just close this bug? The original issue (port 80) is fixed, I am
able to run freeciv-web on the host and the low memory will probably continue
to cause issues.

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[Freeciv-Dev] [patch #4529] Add success probability for the spy action investigate city.

2014-02-23 Thread Sveinung Kvilhaugsvik
Update of patch #4529 (project freeciv):

  Depends on: => patch #4525


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[Freeciv-Dev] [bug #21703] penalty applied when change between city improvements

2014-02-23 Thread Jacob Nevins
Follow-up Comment #7, bug #21703 (project freeciv):

OP:
> I've attached a saved file. Playing Saxionians. In 4 Cities I 
> currently building a Library. If I change production in anyone 
> of those cities into Temple, I am losing stones. 
I still can't reproduce from this savegame with 2.4.2 (server running on
x86_64 Ubuntu 12.04). All four cities (Johanngeorgenstadt, Zittau, Chemnitz,
Wittenberg) are well behaved if I change production from Library to Temple and
back, either from the city dialog or from the cities report (F4).

Christian:
> In the last weeks I have played all branches, and have noticed 
> some kind of penalty when changing between city improvements 
> (not wonders or untis) - but rare, not in all cases, 
> irregurarly it seemed. But I wasn't focused on that. Before 
> pondering further I'd like to ask, whether such penalty is 
> implemented in any branch or ruleset of today. (I'm not 
> the OP) 
I don't recall any deliberate behaviour change in this area for a long time. 
The relevant function, city_change_production_penalty(), hasn't changed at all
for ages (back to at least 2.3.4).

> Can reproduce in Freeciv Version 2.4.2+ (r24482) on ARM. 
> (Server)
Hm. So both you and the OP are on ARM, right? Interesting.

> Even if I change it back to Library, I won't get 22 stones 
> back. 
I'm wondering if loading the "changed_from" target from a savefile (or maybe
sending it over the network?) is going wrong, possibly in a platform-dependent
way.
I think this would explain all symptoms: if it thinks the production at the
start of the turn was something other than a building, changing from Library
to Temple will make it notice, and changing back to Library will not help.

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[Freeciv-Dev] [patch #4534] Mood

2014-02-23 Thread Jacob Nevins
Follow-up Comment #1, patch #4534 (project freeciv):

> it's not yet used for anything
Clearly something like this

should be our highest priority. ;)

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[Freeciv-Dev] [bug #21666] Freeciv web: Bundled vagrant script don't work

2014-02-23 Thread Andreas Rosdal
Update of bug #21666 (project freeciv):

 Open/Closed:Open => Closed 

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Follow-up Comment #11:

Okay, closing. Freeciv-web probably requires about 6GB of RAM in current
configuration.

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[Freeciv-Dev] [patch #4525] Prepare for implementing action probability calculation

2014-02-23 Thread Sveinung Kvilhaugsvik
Update of patch #4525 (project freeciv):

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


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[Freeciv-Dev] [patch #4524] Meta knowledge for unit class and unit class flag

2014-02-23 Thread Sveinung Kvilhaugsvik
Update of patch #4524 (project freeciv):

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


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[Freeciv-Dev] [bug #21181] Famine bug

2014-02-23 Thread taka
Follow-up Comment #8, bug #21181 (project freeciv):

other case:

1) Build 1 city with Granary, grow city size to bigger
2) Make all citizen to convert Taxmen
3) click Turn End, and repeat clicking (watch the national revenues)

There are no taxman income if city is during the famine.

Specialists works fine at freeciv 2.3.
The bug is occured in 2.4.

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[Freeciv-Dev] [bug #21181] Famine bug

2014-02-23 Thread anonymous
Follow-up Comment #9, bug #21181 (project freeciv):

This bug is also related with scientists and taxmen.
When 10 citizens are all scientists (or taxmen), 
the amount of food in city decreases gradually.
During the city is keeping 10 citizens,10 scientists continue to produce 30
research points.
But the turn that a famine occurs in the city,
scientists don't work and don't produce even 1 research point.
They are changed to normal citizens automatically and work in tiles around the
city.

Specialists kept working during a famine in Freeciv ver 2.3.
Now they run away.

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[Freeciv-Dev] [bug #21713] server --scenarios option help is full of lies

2014-02-23 Thread Jacob Nevins
URL:
  

 Summary: server --scenarios option help is full of lies
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 23 Feb 2014 14:50:33 UTC
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.3,2.5.0,2.6.0

___

Details:

It consistently claims to do "Search for scenarios in directory DIR", but I
think it does no such thing -- at least on current S2_4 and later, it affects
where scenarios are *saved* and appears to have no effect on searching
(FREECIV_SCENARIO_PATH does that).

Affects at least command-line help and man page.

At least some of this looks like my fault (bug #19167). Unless it's changed
meaning since I put that in.




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[Freeciv-Dev] [patch #4535] Two aditional Oceanian nations: Palaos and Niue

2014-02-23 Thread anonymous
URL:
  

 Summary: Two aditional Oceanian nations: Palaos and Niue
 Project: Freeciv
Submitted by: None
Submitted on: dom 23 feb 2014 14:54:17 UTC
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: paf...@otmail.com
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

The title of the post says all.
XD Nothing more to say.



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File Attachments:


---
Date: dom 23 feb 2014 14:54:17 UTC  Name: palauan.ruleset  Size: 1kB   By:
None


---
Date: dom 23 feb 2014 14:54:17 UTC  Name: niuean.ruleset  Size: 919B   By:
None


---
Date: dom 23 feb 2014 14:54:17 UTC  Name: Palau.svg  Size: 176B   By: None


---
Date: dom 23 feb 2014 14:54:17 UTC  Name: Niue.svg  Size: 1kB   By: None



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[Freeciv-Dev] [bug #21702] Server built without bzip2 fails to load .bz2 savegame without explaining why

2014-02-23 Thread Marko Lindqvist
Follow-up Comment #8, bug #21702 (project freeciv):

> 1) An informataion line in the ./configure summary about which
> compressions are to built in and which not (but could).

Just a note: In S2_5 and TRUNK you have configure option --with-missinglist
that tells this, but not enabled by default.

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[Freeciv-Dev] [bug #21703] penalty applied when change between city improvements

2014-02-23 Thread Christian Knoke
Follow-up Comment #8, bug #21703 (project freeciv):

> > Even if I change it back to Library, I won't get 22 stones 
> > back. 

> I'm wondering if loading the "changed_from" target from a savefile (or maybe
sending it over the network?) is going wrong, possibly in a platform-dependent
way.
> I think this would explain all symptoms: if it thinks the production at the
start of the turn was something other than a building, changing from Library
to Temple will make it notice, and changing back to Library will not help.

OK. I changed to Palace, since no wonder is available (Palace counts as wonder
in this respect?) and the penalty goes away, stones are stored back. The
production of other cities behave "normal". Meaning? The player might very
well have built wonders (say Colossus) before he switched to libraries. He
built a lot of them. So, the server switched from colossus to library but
didn't apply the penalty. But you say, it didn't switch, it only thinks it has
(from wonder class) and keeps (?) the penalty if you change further on
(sending the reduced shields to the client now), right?

Savegame doesn't support this. The (only) 4 cities affected have all built
libraries before. 3 cities (not affected) have switched from wonder to
barracks. Switching them to Palace give them no stones back. But then, city
production is higher then shields, so they wouldn't have suffered from a
penalty. Is there a penalty, when switching from a wonder witch is no longer
available?




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[Freeciv-Dev] [patch #4535] Two aditional Oceanian nations: Palaos and Niue

2014-02-23 Thread Jacob Nevins
Update of patch #4535 (project freeciv):

 Assigned to:None => mixcoatl   


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[Freeciv-Dev] [patch #4536] Support the spy action Poison city

2014-02-23 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Support the spy action Poison city
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 23 Feb 2014 04:01:25 PM UTC
Category: freeciv-web
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:






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[Freeciv-Dev] [patch #4530] Freeciv web: Enable only the possible spy actions

2014-02-23 Thread Sveinung Kvilhaugsvik
Update of patch #4530 (project freeciv):

  Status: In Progress => Ready For Test 

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[Freeciv-Dev] [patch #4536] Support the spy action Poison city

2014-02-23 Thread Sveinung Kvilhaugsvik
Update of patch #4536 (project freeciv):

  Status: In Progress => Ready For Test 

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File name: 0002-Support-the-spy-action-Poison-City.patch Size:1 KB


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[Freeciv-Dev] [bug #21442] Client could report incomplete effect knowledge in city dialog

2014-02-23 Thread Jacob Nevins
Update of bug #21442 (project freeciv):

  Status: In Progress => Ready For Test 

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File name: trunk-S2_5-S2_4-city-dialog-incomplete-effect-knowledge.patch
Size:1 KB


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[Freeciv-Dev] [bug #21712] Better compare FREECIV_SAVE_PATH and --saves in freeciv-server man page

2014-02-23 Thread Jacob Nevins
Update of bug #21712 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => jtn
 Planned Release: => 2.4.3,2.5.0,2.6.0  

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File name: trunk-S2_5-S2_4-manpage-save-options.patch Size:2 KB


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[Freeciv-Dev] [bug #21713] server --scenarios option help is full of lies

2014-02-23 Thread Jacob Nevins
Update of bug #21713 (project freeciv):

  Status: In Progress => Ready For Test 

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File name: trunk-S2_5-S2_4-scenarios-option-fibs.patch Size:4 KB


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[Freeciv-Dev] [bug #21703] penalty applied when change between city improvements

2014-02-23 Thread Christian Knoke
Follow-up Comment #9, bug #21703 (project freeciv):

chris@sheva:~/freeciv/play$ gdb freeciv-server
GNU gdb (GDB) 7.4.1-debian
Copyright (C) 2012 Free Software Foundation, Inc.

This GDB was configured as "arm-linux-gnueabi".

Reading symbols from /usr/local/bin/freeciv-server...done.
(gdb) run
Starting program: /usr/local/bin/freeciv-server 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/arm-linux-gnueabi/libthread_db.so.1".

Program received signal SIGILL, Illegal instruction.
0xb6178820 in ?? () from /usr/lib/arm-linux-gnueabi/libcrypto.so.1.0.0
(gdb) 
(gdb) bt
#0  0xb6178820 in ?? () from /usr/lib/arm-linux-gnueabi/libcrypto.so.1.0.0
Cannot access memory at address 0x0
#1  0xb6175008 in OPENSSL_cpuid_setup () from
/usr/lib/arm-linux-gnueabi/libcrypto.so.1.0.0
#2  0xb6fe9124 in ?? () from /lib/ld-linux.so.3
#3  0xb6fff000 in ?? () from /lib/ld-linux.so.3
Cannot access memory at address 0x0
#4  0xb6fff000 in ?? () from /lib/ld-linux.so.3
Cannot access memory at address 0x0
Backtrace stopped: previous frame identical to this frame (corrupt stack?)

Only 1 hint there is a problem with libssl1.0.0:
https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=623085

There _are_ problems with fpu and emulation in Debian ARM, see
https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=623085

Has this effect on Freeciv? There are two flavours of Debian ARM.
armel and armhf. I have armel. Does Freeciv run on both?

sheeva has no fpu

Linux sheva 3.2.0-4-kirkwood #1 Debian 3.2.54-2 armv5tel GNU/Linux

Has this to do with threads?


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[Freeciv-Dev] [bug #21703] penalty applied when change between city improvements

2014-02-23 Thread Christian Knoke
Follow-up Comment #10, bug #21703 (project freeciv):


neon is for floating point


Starting program: /usr/local/bin/freeciv-server 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/arm-linux-gnueabi/libthread_db.so.1".

Program received signal SIGILL, Illegal instruction.
0xb6178820 in _armv7_neon_probe () from
/usr/lib/arm-linux-gnueabi/libcrypto.so.1.0.0
(gdb) bt
#0  0xb6178820 in _armv7_neon_probe () from
/usr/lib/arm-linux-gnueabi/libcrypto.so.1.0.0
#1  0xb6175008 in OPENSSL_cpuid_setup () at armcap.c:69
#2  0xb6fe9124 in ?? () from /lib/ld-linux.so.3
#3  0xb6fff000 in ?? () from /lib/ld-linux.so.3
Cannot access memory at address 0x0
#4  0xb6fff000 in ?? () from /lib/ld-linux.so.3
Cannot access memory at address 0x0
Backtrace stopped: previous frame identical to this frame (corrupt stack?)


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[Freeciv-Dev] [bug #21703] penalty applied when change between city improvements

2014-02-23 Thread Jacob Nevins
Follow-up Comment #11, bug #21703 (project freeciv):

My random guess is it'll not turn out to be an FPU issue (I don't think
there's any floating point arithmetic nearby), but us naughtily trying to
stuff an int in an enum-shaped hole, or something like that.

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[Freeciv-Dev] [bug #21703] penalty applied when change between city improvements

2014-02-23 Thread anonymous
Follow-up Comment #12, bug #21703 (project freeciv):

Got additional information for it. The penalty is only applied after finishing
a wonder in the city. Whenever I change the production for the first
post-wonder city improvement to some other improvement, the penalty is
applied. Like finishing Pyramids, starting to build Library, changing Library
to Temple - penalty. If I do it later on in the same city (finish Pyramids,
finish Library, start building Temple, change Temple to Marketplace - no
penalty).

So it seems that at the time the wonder has finished and the next build
starts, something is not reset. Or, as you pointed out, on the network
communication to/from the server when running on ARM, something is
misinterpreted/lost.


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[Freeciv-Dev] [patch #3286] Running the GTK version under W2000

2014-02-23 Thread Marko Lindqvist
Follow-up Comment #7, patch #3286 (project freeciv):

That feels frustrating. We do have all necessary fallbacks in place for
building IPv4-only freeciv when the environment does not support freeaddrinfo,
but as it's configure time and not runtime thing, it makes no sense our
official Windows builds to be set up that way (no IPv6 support, and IPv4
support with fallback mechanisms) for the sake of obsolete system. It might be
possible to provide separate build for Win2k, but I still would stop claiming
official support for Win2k (it might work, but if not, nobody will answer your
call).

Wikia not allowing edits just now due to maintenance, so cannot add comments
there.

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[Freeciv-Dev] [bug #21714] The No_Diplomacy effect is bypassed by an embassy

2014-02-23 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: The No_Diplomacy effect is bypassed by an embassy
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 23 Feb 2014 08:24:49 PM UTC
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Release: 2.6.0, 2.5.0, 2.4.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.6.0, 2.5.0, 2.4.3

___

Details:

The No_Diplomacy effect replaced hard coded barbarian rules. It has the
following description: "Cannot use any diplomacy."

A player that currently has the No_Diplomacy effect can establish an embassy
to a player that don't. When the embassy is there both players can initiate a
meeting and do diplomacy with each other. This defeats the effect.

Check that the No_Diplomacy effect is inactive before allowing two players to
meet.



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File Attachments:


---
Date: Sun 23 Feb 2014 08:24:49 PM UTC  Name:
0003-Check-that-the-No_Diplomacy-effect-is-inactive-befor.patch  Size: 1kB  
By: sveinung



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[Freeciv-Dev] [patch #4537] The No_Diplomacy effect should not cause immunity to embassies

2014-02-23 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: The No_Diplomacy effect should not cause immunity to
embassies
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 23 Feb 2014 08:33:54 PM UTC
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

The No_Diplomacy effect replaced hard coded barbarian/pirate rules. It has the
following description: "Cannot use any diplomacy."

The No_Diplomacy effect gives immunity against a representative of a foreign
power sending back information. I assume this is a part of its replace hard
coded barbarian/pirate checks legacy. A nation with a government that refuse
to talk to others may still be infiltrated by foreign agents.

The first part of this immunity is that contact isn't created between a player
that has the No_Diplomacy effect and another player. The other half is that it
is impossible to establish an embassy with a player that has No_Diplomacy.
(The player that has No_Diplomacy is free to establish embassies to other
players) The second part can be removed without changing the rules since the
old behavior is encoded in the action enablers of the bundled rule sets. The
first part should also be removed but would require a change to the current
rule set format like a new effect.

The attached patch removes the embassy immunity.



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---
Date: Sun 23 Feb 2014 08:33:54 PM UTC  Name:
0004-Don-t-give-players-that-has-an-active-No_Diplomacy-e.patch  Size: 1kB  
By: sveinung



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[Freeciv-Dev] [bug #21660] Middle click popup does not show mine or irrigation build activities

2014-02-23 Thread Andreas Rosdal
Update of bug #21660 (project freeciv):

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

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Follow-up Comment #4:

Patch committed to github.

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[Freeciv-Dev] [patch #4530] Freeciv web: Enable only the possible spy actions

2014-02-23 Thread Andreas Rosdal
Update of patch #4530 (project freeciv):

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

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Follow-up Comment #2:

Patch accepted to github.

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[Freeciv-Dev] [bug #21693] server crash

2014-02-23 Thread Marko Lindqvist
Update of bug #21693 (project freeciv):

  Status:   Confirmed => Ready For Test 

___

Follow-up Comment #7:

Attached patches fix all the reversed can_unit_attack_...() callers (expecting
true (anything but 0) instead of ATT_OK (0))
file #20117 no longer crashes.

(file #20164, file #20165)
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File name: AttOk.patchSize:6 KB
File name: AttOk-S2_4.patch   Size:6 KB


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[Freeciv-Dev] [bug #21714] The No_Diplomacy effect is bypassed by an embassy

2014-02-23 Thread Marko Lindqvist
Follow-up Comment #1, bug #21714 (project freeciv):

Is that the right place for the check? Just wondering the function call
diplomacy_possible() the line before which sounds like the function which
should check this (but I haven't checked what it actually does, or what other
callers it has)

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[Freeciv-Dev] [bug #21714] The No_Diplomacy effect appears to be bypassed by an embassy

2014-02-23 Thread Sveinung Kvilhaugsvik
Update of bug #21714 (project freeciv):

Severity:  3 - Normal => 2 - Minor  
 Planned Release: 2.6.0, 2.5.0, 2.4.3 => 2.6.0, 2.5.0   
 Summary: The No_Diplomacy effect is bypassed by an embassy =>
The No_Diplomacy effect appears to be bypassed by an embassy

___

Follow-up Comment #2:

> When the embassy is there both players can initiate a meeting and do
diplomacy with each other.
I spoke to soon. It is enabled in the UI. But the meeting is later prevented
from occurring. All that happens is that the user is tricked to think he can
take an action (initiate a meeting) he can't take.

No longer planning to apply this to the 2.4 branch.

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[Freeciv-Dev] Modpack

2014-02-23 Thread Christian Knoke

freeciv-modpack cannot be build without building client. Is this correct?

-- 
Christian Knoke* * *http://cknoke.de
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.

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[Freeciv-Dev] [bug #21714] The No_Diplomacy effect appears to be bypassed by an embassy

2014-02-23 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, bug #21714 (project freeciv):

> Is that the right place for the check?
The function above is only used here. Since No_Diplomacy could change during
the game and the comment above it said "at all", something I read as "at all,
ever", I didn't add it there. That the checks that the players are alive and
not the same isn't done there support this interpretation.

I could absolutely be wrong and even if I'm right a case could be make to
change what is located where. Do you think I should move it there?

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Re: [Freeciv-Dev] Modpack

2014-02-23 Thread Marko Lindqvist
2014-02-23 23:45 GMT+02:00 Christian Knoke :
>
> freeciv-modpack cannot be build without building client. Is this correct?

 In all active branches freeciv-modpack has separate configure checks
from the clients, even if the widget set is the same. All combinations
should work in S2_5 and TRUNK "--enable-client=gtk2,sdl
--enable-fcmp=qt,gtk3,gtk2", in S2_4 only one fcmp gui can be
selected.


 - ML

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[Freeciv-Dev] [patch #4536] Support the spy action Poison city

2014-02-23 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #4536 (project freeciv):

Should I wait 36 hours before committing this or not?

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[Freeciv-Dev] [patch #4536] Support the spy action Poison city

2014-02-23 Thread Andreas Rosdal
Follow-up Comment #2, patch #4536 (project freeciv):

The patch looks good, so I'm fine with you committing it directly.

In my humble opinion, I don't think we need to review and wait 36 hours to
commit trivial re-implementations of already exisiting functionality from the
other Freeciv clients. The same with updating Freeciv-web to the latest
freeciv server revisions from svn. I hope cazfi is fine with this also? As
long as we use common sense and good judgement, then I think this will work
quite nicely. Thorough review of patches can be very useful when making more
complex changes, though. So I agree that the Freeciv code review process
definitively has it's place. But it will be a trade-off between development
speed and code quality in Freeciv-web.

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[Freeciv-Dev] [patch #4536] Support the spy action Poison city

2014-02-23 Thread Sveinung Kvilhaugsvik
Update of patch #4536 (project freeciv):

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

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Follow-up Comment #3:

> In my humble opinion, I don't think we need to review and wait 36 hours to
commit trivial re-implementations of already exisiting functionality from the
other Freeciv clients.
Committed.

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[Freeciv-Dev] [patch #4405] Move automatic road/base messages ("New hope sweeps like fire...") to Lua script?

2014-02-23 Thread Marko Lindqvist
Follow-up Comment #6, patch #4405 (project freeciv):

> If we're to do anything about this for 2.5, it blocks the data
> file format, freeze, I think?

Frankly, the solution you have proposed seems very bad hack to me. I much
prefer keeping it as it is in 2.5, at least what comes to datafile format. I
think we can improve it for the most common cases (just one kind of roads
added) quite easily without touching datafile formats, leaving current
messages as fallback for more exotic rulesets where single tech discovery
enables multiple AutoOnCityCenter extras. If that's not enough, we have to
make format changes in a sustainable way (something that is consistent with
our other developments) in future versions.

That's my opinion, don't take it as law. If you disagree, we've got votes 1-1,
so other people should say their opinion too.

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[Freeciv-Dev] [patch #4538] Give action probability to the spy action Establish Embassy

2014-02-23 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Give action probability to the spy action Establish
Embassy
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 23 Feb 2014 11:50:18 PM UTC
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

If patch #4537 goes in this is really simple.



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File Attachments:


---
Date: Sun 23 Feb 2014 11:50:18 PM UTC  Name:
0005-Give-the-chance-of-success-for-the-spy-action-Establ.patch  Size: 699B  
By: sveinung



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[Freeciv-Dev] [patch #4538] Give action probability to the spy action Establish Embassy

2014-02-23 Thread Sveinung Kvilhaugsvik
Update of patch #4538 (project freeciv):

  Depends on: => patch #4537


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[Freeciv-Dev] [patch #4523] Assign styles to nations and to players

2014-02-23 Thread Marko Lindqvist
Update of patch #4523 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #4539] Take into account if the target player has anything to steal

2014-02-23 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Take into account if the target player has anything
to steal
 Project: Freeciv
Submitted by: sveinung
Submitted on: Mon 24 Feb 2014 07:02:56 AM UTC
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Take into account if the target player has any techs that can be stolen when
calculating the action probability of the spy actions steal tech and targeted
steal tech.

Idea stolen from Freeciv-web.



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---
Date: Mon 24 Feb 2014 07:02:56 AM UTC  Name:
0006-Take-into-account-if-the-target-player-has-any-techs.patch  Size: 4kB  
By: sveinung



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[Freeciv-Dev] [bug #21718] Can't steal tech without embassy

2014-02-23 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Can't steal tech without embassy
 Project: Freeciv
Submitted by: sveinung
Submitted on: Mon 24 Feb 2014 07:07:51 AM UTC
Category: freeciv-web
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

The check that the victim has a technology to steal in the steal tech spy
action returns false when the owner of the diplomat didn't have access to a
list of the victim's techs. That list requires an embassy to the victim.




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[Freeciv-Dev] [bug #21718] Can't steal tech without embassy

2014-02-23 Thread Sveinung Kvilhaugsvik
Update of bug #21718 (project freeciv):

  Depends on: => patch #4539

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Follow-up Comment #1:

Solution alternative 1: Drop the checks. Wait for patch #4539 to bring them
back.

(file #20168)
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File name: 0001-Allow-stealing-a-tech-from-a-victim-without-establis.patch
Size:2 KB


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[Freeciv-Dev] [bug #21718] Can't steal tech without embassy

2014-02-23 Thread Sveinung Kvilhaugsvik
Update of bug #21718 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #2:

Solution alternative 2: Drop the checks in the client. Patch the server so it
takes care of the checks.

(file #20169)
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File name: 0001-Allow-stealing-a-tech-from-a-victim-without-establis.patch
Size:17 KB


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