[Freeciv-Dev] [bug #22200] Clarify what NoVeteran does in ruleset doc comments

2014-06-17 Thread Jacob Nevins
Update of bug #22200 (project freeciv):

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


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[Freeciv-Dev] [bug #22203] Custom single-level veteran systems for effectively veteran-less units in supplied rulesets

2014-06-17 Thread Jacob Nevins
Update of bug #22203 (project freeciv):

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


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[Freeciv-Dev] [bug #22164] Remove Veteran_Build effect from Nuclear unit in standard rulesets

2014-06-17 Thread Jacob Nevins
Update of bug #22164 (project freeciv):

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


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[Freeciv-Dev] [bug #22199] Don't suppress display of veteran level for NoVeteran units

2014-06-17 Thread Jacob Nevins
Update of bug #22199 (project freeciv):

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


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[Freeciv-Dev] [bug #22198] Editor prevents setting veteran levels for NoVeteran units

2014-06-17 Thread Jacob Nevins
Update of bug #22198 (project freeciv):

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


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[Freeciv-Dev] [bug #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength

2014-06-17 Thread Jacob Nevins
Update of bug #22202 (project freeciv):

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


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[Freeciv-Dev] [bug #22201] Don't suppress veteran effects help for NoVeteran units

2014-06-17 Thread Jacob Nevins
Update of bug #22201 (project freeciv):

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


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[Freeciv-Dev] [bug #22171] [metaticket] NoVeteran flag misinterpreted in various places

2014-06-17 Thread Jacob Nevins
Update of bug #22171 (project freeciv):

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


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[Freeciv-Dev] [patch #4768] Pathfinding: node behavior optimization

2014-06-17 Thread pepeto
Update of patch #4768 (project freeciv):

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


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[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-06-17 Thread David Fernandez
Follow-up Comment #1, patch #4816 (project freeciv):

My plan was to enable zones of control in deep oceans because I like naval
units to be able to protect adjacent units without moving to the same tile,
and because it could encourage the use of naval formations.
But I do not like to enable ZOCs in coastal ocean because naval units could be
stoped by units placed in land.
I like the resultant gameplay with ZOCs in Deep ocean and not in Coast, but I
do not find any realistic (or narrative) reason for this difference between
deep and coastal ocean, apart of the improved gameplay.

If you like the idea of naval units with ZOC, but only when placed in Deep
Oceans, then the patch would be ready by simply removing the noZoc flag from
Deep ocean terrain.

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[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-06-17 Thread David Fernandez
URL:
  http://gna.org/patch/?4816

 Summary: civ2civ3: ZoCs not affected by non military units.
 Project: Freeciv
Submitted by: bardo
Submitted on: mar 17 jun 2014 12:26:24 UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

This is my first patch that takes advantage of the new features in v2.6, and
it is something I was looking forward for long time.

With this patch:
- Zones of Control are no longer established by non-military units (Small Land
and Merchant classes), so they do not affect the movements of enemy units.
- Triremes are affected by zones of control while moving on river.



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File Attachments:


---
Date: mar 17 jun 2014 12:26:24 UTC  Name: civ2civ3-hasnozoc.patch  Size: 8kB  
By: bardo

http://gna.org/patch/download.php?file_id=21063

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[Freeciv-Dev] [patch #4806] civ2civ3: terrain transformations

2014-06-17 Thread David Fernandez
Follow-up Comment #3, patch #4806 (project freeciv):

Updated patch that use mines instead of buoys as requisite to get extra shield
in deep ocean when there is an offshore platform in the city.

I was going to create a different patch, but it would conflit with this one,
and they are related after all.

(file #21068)
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Additional Item Attachment:

File name: civ2civ3-terraforming2.patch   Size:10 KB


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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-06-17 Thread David Fernandez
Follow-up Comment #14, patch #4608 (project freeciv):

Updated patch for TRUNK:

- Added Trench and Airfield bases, as pre-requisite for Fortress and Airbase,
in order to prevent the construction of full bases in one single turn.
- Airbases and Fortresses can be built on river tiles again.

It may look like a complicated way to prevent the construction of fast bases,
but I see the alternative bases as a new feature that could be useful in some
situations.
For example, when you want to protect a working engineer placed next to the
coast, it might be better to use a simple trench that gives some defensive
bonus but does not protect from killstack, so it is not a menace for possible
disembark of enemy armies.
In the same way, it might be better to build trenchs or aifields in the tiles
adjacent to your cities, instead of full fortresses or airbases that could be
more dangerous if captured by the enemy.

(file #21069)
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File name: civ2civ3-prebases.patchSize:8 KB


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[Freeciv-Dev] [patch #4817] [Metaticket] civ2civ3

2014-06-17 Thread David Fernandez
URL:
  http://gna.org/patch/?4817

 Summary: [Metaticket] civ2civ3
 Project: Freeciv
Submitted by: bardo
Submitted on: mar 17 jun 2014 16:20:46 UTC
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

I do not plan to submit more patches for some time.
Let me list here all my pending patches related to civ2civ3. If applied all
them, the result is the ruleset that I have been testing these latest days.
I splitted it so each patch is independent from each other, and there should
be no problem if some of them are rejected.
I'll revise the readme once finished.

Balance issues related to huge maps (v2.5 and v2.6):
- bug #22191: civ2civ3: granary reduces the waste of food by distance
- bug #22192: civ2civ3: Marco Polo's Embassy obsolete by Democracy

Aesthetical fixes (v2.5 and v2.6):
- bug #22188: civ2civ3: remove DiplomatDefense flag from Airbase

Readjusted rules (v2.6):
- patch #4608: civ2civ3: added pre-fortress
- patch #4806: civ2civ3: terrain transformations
- patch #4811: civ2civ3: increase explorer vision
- patch #4812: civ2civ3: increase fuel of air units

New features (v2.6, not possible in v2.5)
- patch #4816: civ2civ3: ZoCs not affected by non military units.




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[Freeciv-Dev] [bug #22209] Start Scenario Game lists all savegames, not only scenarios

2014-06-17 Thread Marko Lindqvist
Update of bug #22209 (project freeciv):

 Planned Release: 2.4.3, 2.5.0, 2.6.0 = 2.5.0, 2.6.0   

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Follow-up Comment #2:

Dropping S2_4 from the targets as there might be savegames that are not
technically scenarios in the sense that they have [scenario] -section but
people have always considered them scenarios. Invalidating them in the stable
branch after several releases would not be a good idea. For S2_5 such scenario
-files should be fixed.

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[Freeciv-Dev] [bug #22192] civ2civ3: Marco Polo's Embassy overpowered with many players

2014-06-17 Thread Marko Lindqvist
Update of bug #22192 (project freeciv):

Category:None = rulesets   
  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [bug #22191] civ2civ3: granary reduces the waste of food by distance

2014-06-17 Thread Marko Lindqvist
Update of bug #22191 (project freeciv):

Category:None = rulesets   
  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [bug #22188] civ2civ3: remove DiplomatDefense flag from Airbase

2014-06-17 Thread Marko Lindqvist
Update of bug #22188 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:  bdanee = cazfi  


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[Freeciv-Dev] [patch #4797] dai_find_source_building() to consider all unit related requirement types

2014-06-17 Thread Emmet Hikory
Follow-up Comment #2, patch #4797 (project freeciv):

I worry about this change: as much as I'd like to see move_type dropped from
the dai_find_source_building() check, the various times I tried to do it, I
lost confidence in the updated validity of the (build_walls) guarded section
of code.  Part of this is me not really understanding the history of the code,
but I did see differences in autogames, even with the classic ruleset
(although perhaps the improvements from better checking of unit_type related
criteria are better than the penalties from the lack of move_type
restriction).

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[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Jacob Nevins
URL:
  http://gna.org/patch/?4818

 Summary: classic/experimental/multiplayer: set HasNoZOC on
Explorers, etc
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue 17 Jun 2014 21:16:57 BST
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Now that we can prevent units imposing ZOC (bug #21507), I think we should use
this widely in the default rulesets. Explorers/Settlers imposing ZOC has long
annoyed me.

I propose setting HasNoZOC for all non-military land units in all the named
rulesets unless someone objects.




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[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-06-17 Thread Jacob Nevins
Follow-up Comment #2, patch #4816 (project freeciv):

 - Zones of Control are no longer established by non-military 
 units (Small Land and Merchant classes), so they do not affect 
 the movements of enemy units. 
(Raised patch #4818 to do the same to other rulesets.)

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[Freeciv-Dev] [bug #22208] dai_find_source_building() ignores move_type parameter

2014-06-17 Thread Emmet Hikory
Follow-up Comment #2, bug #22208 (project freeciv):

I concur that this isn't used, and that the example fix would be correct. 
Given the oddities I encountered trying not to pass move type, I'm unsure if
the AI behaviour wouldn't change in unanticipated ways if this bug was fixed,
and agree that it's not appropriate for 2.4 or earlier (and patch #4797 or
similar is better for 2.6+).  My feeling is not to apply it for 2_5, just for
continuity of AI behaviour, but if others' experience indicates it safe, I'm
not utterly opposed.

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[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Emmet Hikory
Follow-up Comment #1, patch #4818 (project freeciv):

I find ZoC imposition from Settlers/Workers to be useful, in part because
Workers are cheap, yet remain useful over a long time (as opposed to early
inexpensive military units, which become an upkeep burden or require costly
upgrading).  I sometimes prioritise improvements of certain areas of the map
just to block exploration by opposition military units during a Cease Fire in
the start of a game.

That said, hiding mapping of unimproved land early in the game may not
actually be as strategically useful in practice as I think it is, so perhaps
I'm just being inefficient in my gameplay (in which case, it doesn't make
sense for Settler/Worker to impose ZOC).

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[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Jacob Nevins
Follow-up Comment #2, patch #4818 (project freeciv):

 I find ZoC imposition from Settlers/Workers to be useful [...]
Well, yes, clearly it's useful if you're using it to get in someone else's way
:)

The case that annoyed me most recently was a friendly (ceasefire) AI nation's
Settlers wandering through my lands to get at unclaimed territory, which I
then claimed. Having lost their purpose, they then sat on one of my roads
doing nothing and getting in the way, and I couldn't do anything without
declaring war. Their ZOC made this much more annoying.

I think having highly mobile Explorers able to also impose ZOC on ceasefire
neighbours is too exploitative, too.

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[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #3, patch #4818 (project freeciv):

Though fixing my problem is mater of fixing my ruleset, not supplied ones,
I've got regularly to a situation where I've conquered AI city in the early
game and then his/her nearby Worker has lost all purpose to move anywhere from
the far-too-well-defended spot it's on. Given their relatively good defense
compared to early game military units (and playing with high researchcost so
it takes a long time to get more powerful units) it would be very expensive
(in terms of lost units) to kill them off. So they stand in the middle of my
nation, causing all my units to take long zoc-avoiding routes around them.
Sometimes I've even needed to build extra roads to make movement round them
more efficient.

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[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Emmet Hikory
Follow-up Comment #4, patch #4818 (project freeciv):

Right.  I remove my opposition.  I've also been stuck with peaceful AI units
sitting on useful territory, forcing me to either ally or declare war, which
is exceedingly annoying (and unlike a human player, one can't discuss the idea
of moving with them, (perhaps including the potential threat of war)).  The
tactical advantages in the early game aren't sufficient to balance this (and
I've just been lucky to mostly avoid it).

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[Freeciv-Dev] [patch #4819] Allow imposition of a pythoagorean movement cost penalty for diagonal moves in rect

2014-06-17 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4819

 Summary: Allow imposition of a pythoagorean movement cost
penalty for diagonal moves in rect
 Project: Freeciv
Submitted by: persia
Submitted on: Wed 18 Jun 2014 06:08:12 AM JST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6

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Details:

I happened on http://forum.freeciv.org/f/viewtopic.php?f=13t=51 recently, and
when I saw #16, I wondered why nobody had done that before, so wrote the
attached patch.  Note that this feature is disabled in all supplied rulesets,
and that there is no accompanying balance for other distance measurements,
just movement costs (and only for normal movement, as opposed to
embark/disembark/attack/etc.).



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File Attachments:


---
Date: Wed 18 Jun 2014 06:08:12 AM JST  Name: pythagorean-diagonal.patch  Size:
8kB   By: persia

http://gna.org/patch/download.php?file_id=21071

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[Freeciv-Dev] [bug #21420] Worklist postponement messages don't consistently support negated requirements

2014-06-17 Thread Emmet Hikory
Follow-up Comment #5, bug #21420 (project freeciv):

Sorry to have forgotten this for a while.  Updated, and issues addressed.

(file #21072)
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[Freeciv-Dev] [patch #4681] Consolidate AI Ferry tests

2014-06-17 Thread Emmet Hikory
Update of patch #4681 (project freeciv):

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


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[Freeciv-Dev] [patch #4797] dai_find_source_building() to consider all unit related requirement types

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #3, patch #4797 (project freeciv):

 (although perhaps the improvements from better checking of
 unit_type related criteria are better than the penalties from
 the lack of move_type restriction)

That's what I figured, not necessarily at the moment, but this enables future
development to depend on unit type flag rules (removal of IgWall flag from the
engine is one patch that depends on this)

Note also that there's no regression here. The old code suffered from bug
#22208, which means that move_type was never taken to consideration even when
it existed. So we're comparing two potential improvements, that would conflict
with each other, here.

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[Freeciv-Dev] [patch #4739] Make civ2civ3 ruleset the default

2014-06-17 Thread Jacob Nevins
Follow-up Comment #4, patch #4739 (project freeciv):

On civ2civ3: I agree that having a single 'editor' for the ruleset who's
thinking as deeply about balance and AI issues as you are is very valuable.
Personally (not speaking for anyone else) I'd like you to retain some sort of
editorial control for as long as you're up for it.

Really, I would civ2civ3 to be under version control with you as the authority
accepting patches. I think that would enable more people to suggest and
contribute changes without having to worry about forking / conflicts.
Whenever I tweak the svn version, I'm afraid I'm going to clash with whatever
you're working on privately, so I'd rather be able to propose patches that you
can decide on and reconcile with your own development. This way I could also
propose patches to versions not shipped with Freeciv, such as the 2.4 modpack
version.

Not sure if that version control should be in Freeciv svn or elsewhere with
Freeciv pulling from it, given the existence of versions other than what we're
shipping.

I think it could use a version naming system, too, so that if some change is
particularly controversial there's a good way to refer to the old version and
a ready-made name for a fork, and so the since previous version bit of the
README has something clear to refer to. Not sure if we should tie that naming
system to Freeciv versions or not; if its future lies with Freeciv it's
probably better not to invent a new _v3, _v4 etc version scheme.
(Patch #4734 should help.)

 I'm afraid that it could force to freeze the development of 
 the rules
 I was thinking that we could use the modpack tool for that. I 
 mean, once v2.5 is released, the ruleset civ2civ3 could be kept 
 as stable as possible (only bugfixes and important unbalances), 
 while we could keep another civ2civ3 version available in 
 modpack tool where we backport the changes included in trunk 
 that needs to be tested (and are compatible with previous 
 v2.5). 
Oh, yes, I like this idea, if you're up for it.
I like seeing civ2civ3 develop, but I have been caught out by the 2.4 version
on modpack.freeciv.org changing substantially in the middle of a game.
We'd have a civ2civ3_26 (or _2_6 or _v3 or _dev) modpack for each stable
branch which may be unsuitable to upgrade mid-game (old savegames may not
work, your strategy may be invalidated etc); unlike the shipped civ2civ3, you
get to choose when to upgrade a modpack independently of Freeciv.
And then the next major version of Freeciv would ship with a 'stable' civ2civ3
including whichever major changes looked like a good idea (freezing before
beta1).

 Also, as you may have noticed... I'm not native english 
 speaker, and every text that I wrote for the ruleset should be 
 revised.
I do plan to have a go at this before string freeze.

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[Freeciv-Dev] [patch #4797] dai_find_source_building() to consider all unit related requirement types

2014-06-17 Thread Emmet Hikory
Follow-up Comment #4, patch #4797 (project freeciv):

Indeed.  Given bug #22208, I don't understand the odd behaviours seen with
changing this use of move_type.  May as well apply this, but watch for
unexpected behaviour.

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[Freeciv-Dev] [patch #4459] Requirement range Traderoutes

2014-06-17 Thread Emmet Hikory
Update of patch #4459 (project freeciv):

  Status:None = Need Info  
 Assigned to:None = persia 


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[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Emmet Hikory
Update of patch #4679 (project freeciv):

  Status:   Need Info = Ready For Test 
 Summary: Remove nreqs support entirely = Convert nreqs to
reqs on ruleset load, and only use reqs internally.

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Follow-up Comment #3:

Updated patch, now allows rulesets to use nreqs, and silently converts them to
reqs on ruleset load.  Those portions of the patch affected by the changes
from bug #21992 have been removed.  README.effects remains unmodified, that
being addressed in patch #4401.

The iteration issue in advdata.c mentioned in comment #2 was addressed in bug
#21999.

I believe this suitable for 2.6, as it no longer requires ruleset authors to
make a hard transition, and reduces the maintenance overhead for separate
management of reqs and nreqs (and the various corner cases that might
otherwise still exist, where only reqs are examined).

(file #21073)
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File name: migrate-nreqs-to-reqs.patchSize:9 KB


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[Freeciv-Dev] [patch #4739] Make civ2civ3 ruleset the default

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #5, patch #4739 (project freeciv):

 While working on a new version of civ2civ3, I liked to keep the
 previous versions updated as much as possible in order to
 receive some feedback about the latest changes.

While setting this system up, one thing to consider is savegame compatibility.
The official civ2civ3 ruleset should always be backward compatible in a way
that game saved with previous major freeciv version can be continued with the
new one. Within release series (branch) rules are even stricter. There also
the older version has to be able to load game saved with the newer one, which
means that usually any new objects (techs, units, buildings...) cannot be
added to the ruleset as their instances couldn't be loaded to game using older
version of the ruleset.
The experimental civ2civ3 would not necessarily have similar rules, and
certainly one cannot continue experimental civ2civ3 game with newer
civ2civ3 even if they have more similar rules than old civ2civ3 and new
civ2civ3. That would be made impossible by the different name of the ruleset
already. I definitely don't want experimental ruleset to have same name (even
if different version number) than official one, as that would cause both
technical conflicts and human confusion. (whether one even sees that
experimental ruleset as different variant of civ2civ3 at all, or independent
ruleset forked from it - like civ2civ3 was originally based on classic ruleset
- might be just matter of taste in the end)

 make it more similar to classic rules
We already have separate classic ruleset available for those who want those
rules, so I wouldn't give much weight to request to make it more like the
rules we're used to unless accompanied with other more serious reasons.

 it could force to freeze the development of the rules, because
 I guess people do not like as default a set of rules that are
 continually changing, as we see with classic rules that have
 not changed for years.

You're right that classic ruleset got stagnated because it got so well
established, and any change would have broken it for someone, even when fixing
for others. That's actually the main reason I'd like to switch to civ2civ3 as
default ruleset - if we can't evolve classic ruleset, let's get completely
fresh start.
But even if civ2civ3 suffers same fate, that's not an issue compared to having
it as not-default ruleset. You can always fork new ruleset from it to develop
as not-default one.

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[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #4, patch #4679 (project freeciv):

I assume that freeciv-ruledit now does not save anything as nreqs, but ruleset
get converted to present=FALSE model simply by loading it to freeciv-ruledit
and saving.

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[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Emmet Hikory
Follow-up Comment #5, patch #4679 (project freeciv):

I haven't tested that, but loading should convert, and I removed the save
function for nreqs, so it should always save to reqs.  At the current state of
development, my interaction with freeciv-ruledit is mostly limited to making
sure it compiles, and changing things that show up in there when I grep the
code.  Having just tried to launch it now, the interface is sufficiently
limited that I'm not sure what it has done (I don't mean to criticise the work
under development, I just don't feel comfortable testing it yet).

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[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #6, patch #4679 (project freeciv):

The only test-case I ever use for freeciv-ruledit part when changing ruleset
format is 1) Load ruleset to it 2) Save 3) Try to load that ruleset saved by
freeciv-ruledit to server (4) In some simple cases also manually inspect saved
rulesets (but the formatting as saved by freeciv-ruledit is often not easiest
to read).

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[Freeciv-Dev] [patch #4795] Rename automake cariables xxx_CAPITAL to xxx_capital

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #2, patch #4795 (project freeciv):

I'm a bit worried about the amount of variable renames in build system where
some code-paths are really rarely taken and could remain untested for a long
time, and language being one where typoed variable names do not cause clear
error messages but variable would be just wrong one and cause whatever subtle
problems. Still, there's no 2.5.0-beta1 date announced yet, so I assume we
have time to fix problems arising, so boldly going where no commit has gone
before.

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[Freeciv-Dev] [patch #4795] Rename automake cariables xxx_CAPITAL to xxx_capital

2014-06-17 Thread Marko Lindqvist
Update of patch #4795 (project freeciv):

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


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[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Emmet Hikory
Follow-up Comment #7, patch #4679 (project freeciv):

Tested with something similar to a reversion of patch #4411 (some interaction
with bug #22080 means I may not have gotten this perfectly correct), and from
manual inspection of the ruledit-generated effects.ruleset, it appears that
this does work (so that if ruledit can be convinced to write pretty files,
this becomes a viable way for ruleset authors to convert from nreqs to
present==FALSE reqs).

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[Freeciv-Dev] [patch #4813] Ai effects evaluation module

2014-06-17 Thread Emmet Hikory
Follow-up Comment #1, patch #4813 (project freeciv):

Is the new code in adjust_improvement_wants_by_effects() involving the
players_iterate() section intended to be part of this patch?  The rest looks
like a nice separation of concerns, without meaningful code differences, but
this bit stands out as special.

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[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Emmet Hikory
Follow-up Comment #8, patch #4679 (project freeciv):

Found a few more instances when trying to work on the logical next patch:
expanded patch attached.

(file #21074)
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File name: migrate-nreqs-to-reqs+moreso.patch Size:11 KB


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[Freeciv-Dev] [patch #4813] Ai effects evaluation module

2014-06-17 Thread Emmet Hikory
Follow-up Comment #2, patch #4813 (project freeciv):

Err, please ignore the prior comment: I understand now.  Apologies for the
noise.

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