[Freeciv-Dev] [patch #5380] Support "Player" range for "Age" requirement

2014-10-21 Thread Jacob Nevins
Update of patch #5380 (project freeciv):

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


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[Freeciv-Dev] [bug #22839] Can't set a player's government in editor

2014-10-21 Thread Rogier
URL:
  

 Summary: Can't set a player's government in editor
 Project: Freeciv
Submitted by: rogier
Submitted on: Tue 21 Oct 2014 09:59:12 AM UTC
Category: editor
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

In the editor, it is not possible to set a player's government.

That means that in order to change governments, one has to add the statue of
liberty wonder to a city, exit editor mode, perform a revolution, and then
remove the statue of liberty again.






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[Freeciv-Dev] [bug #22840] The science stock cannot be set in the editor

2014-10-21 Thread Rogier
URL:
  

 Summary: The science stock cannot be set in the editor
 Project: Freeciv
Submitted by: rogier
Submitted on: Tue 21 Oct 2014 10:03:49 AM UTC
Category: editor
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

It is not possible to set a player's accumulated science stock in the editor,
like a player's amount of gold can be set.

Please consider adding this.




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[Freeciv-Dev] [bug #22841] A unit's homecity cannot be set in the editor

2014-10-21 Thread Rogier
URL:
  

 Summary: A unit's homecity cannot be set in the editor
 Project: Freeciv
Submitted by: rogier
Submitted on: Tue 21 Oct 2014 10:05:57 AM UTC
Category: editor
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

In the editor, it is not possible to set/change a unit's homecity.




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[Freeciv-Dev] [bug #22842] Can't set a unit state to fortified in the editor

2014-10-21 Thread Rogier
URL:
  

 Summary: Can't set a unit state to fortified in the editor
 Project: Freeciv
Submitted by: rogier
Submitted on: Tue 21 Oct 2014 10:12:10 AM UTC
Category: editor
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

In the editor, after creating a unit, it is not possible to set its state to
fortified, or to fortifying.

For 'fortifying', a workaround is to exit editor mode, and give the unit a
'fortify' command.

The only way to achieve 'fortified' status seems to be to give the unit the
'fortify' command, and then end the turn, which is not usually desirable or
practical when editing.




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[Freeciv-Dev] [bug #22843] Trade routes can't be changed in the editor

2014-10-21 Thread Rogier
URL:
  

 Summary: Trade routes can't be changed in the editor
 Project: Freeciv
Submitted by: rogier
Submitted on: Tue 21 Oct 2014 10:27:07 AM UTC
Category: editor
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

In the editor, a city's trade routes can't be edited. It would be nice if this
were possible (although I realize it is probably not a simple addition, and
there probably are many higher-priority things to do instead...)

Kind regards.




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[Freeciv-Dev] [bug #22831] Many client assertion failures when creating player midgame

2014-10-21 Thread pepeto
Update of bug #22831 (project freeciv):

Category:None => general
  Status:None => Ready For Test 

___

Follow-up Comment #1:

I missed the function create_command_newcomer() for bug #22615. Fix attached
(reproduced on TRUNK only with Marco Polo Embassy).


(file #22682)
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[Freeciv-Dev] [bug #22830] pf_map_path() assertion failures when AWACS return to refuel

2014-10-21 Thread pepeto
Update of bug #22830 (project freeciv):

Category:None => ai 
  Status:None => Ready For Test 

___

Follow-up Comment #1:

The turn number is -1 because one part of pf_turns() was not updated in patch
#5231. Only TRUNK affected. Fix attached.


(file #22683)
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[Freeciv-Dev] [bug #22795] Server ask to remove unknown unit during alliance break up

2014-10-21 Thread pepeto
Update of bug #22795 (project freeciv):

  Status:None => Need Info  

___

Follow-up Comment #1:

I don't have enough informations to reproduced. I have tried with alliance
break up, shared vision removing and unit stack resolution. Didn't reproduce
yet.

Do you have a savegame for testing?


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[Freeciv-Dev] [patch #3907] Minor fallback check cleanup for map generator 3

2014-10-21 Thread pepeto
Update of patch #3907 (project freeciv):

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

___

Follow-up Comment #1:

Removed extra spaces.


(file #22684)
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File name: mapgen3_fallback.patch Size:1 KB


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[Freeciv-Dev] [patch #3908] Map size rounding for tilesperplayer map size selection.

2014-10-21 Thread pepeto
Update of patch #3908 (project freeciv):

  Status:None => Wont Do
 Assigned to:None => pepeto 

___

Follow-up Comment #2:

patch #5187 already improved how size is calculated better than this.
Unfortunately, it doesn't improve the difference noticed by persia.


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[Freeciv-Dev] [patch #3908] Map size rounding for tilesperplayer map size selection.

2014-10-21 Thread pepeto
Update of patch #3908 (project freeciv):

 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #22795] Server ask to remove unknown unit during alliance break up

2014-10-21 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, bug #22795 (project freeciv):

_Do you have a savegame for testing?_
Yes.

(file #22685)
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[Freeciv-Dev] [bug #22795] Server ask to remove unknown unit during alliance break up

2014-10-21 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, bug #22795 (project freeciv):

(Play as Sveinung, break up the alliance to Kurush II)

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[Freeciv-Dev] [bug #22795] Server ask to remove unknown unit during alliance break up

2014-10-21 Thread pepeto
Update of bug #22795 (project freeciv):

Category:None => general
  Status:   Need Info => Ready For Test 
Operating System:None => Any
 Planned Release: => 2.5.0, 2.6.0   

___

Follow-up Comment #4:

Thank you. I have reproduced it on TRUNK.

The problem is that remove_allied_visibility() is called twice in the alliance
breakup. The comment for the second says:

/* Inform clients about units that have been hidden.  Units in cities
 * and transporters are visible to allies but not visible once the
 * alliance is broken.  We have to call this after resolve_unit_stacks
 * because that function may change units' locations.  It also sends
 * out new city info packets to tell the client about occupied cities,
 * so it should also come after the send_player_all_c calls above. */


I think this comment is outdated. Normally the stack conflicts should have
been resolved using bounce_unit() -> unit_move() which should already have
notified correctly the clients.

The error message is not visible in S2_5, because the it use the
PACKET_UNIT_SHORT_INFO which has the 'is-game-info' flag, discarding packet
duplicates.

Patches attached:
* Remove in TRUNK the duplicate of the remove_allied_visibility() call (not
for S2_5, useless, but in case it would break something else);
* Do not lose vision of hiding units (they are visible on V_INVIS, not V_MAIN)
which may be the cause of related bug;
* Updated comments.


(file #22686, file #22687)
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File name: trunk_alliance_breakup.patch   Size:2 KB
File name: S2_5_alliance_breakup.patchSize:1 KB


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[Freeciv-Dev] [bug #22805] civ2civ3: should more Apollo Program effects survive its destruction?

2014-10-21 Thread David Fernandez
Follow-up Comment #2, bug #22805 (project freeciv):

Added survive flag to the other effects of Apollo Program (except the extra
vision), and also to the other effect of Manhattan proyect related to UN.

(file #22688)
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File name: civ2civ3-apollo_survive-Trunk.patch Size:1 KB


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[Freeciv-Dev] [bug #22810] Threaded AI hangs

2014-10-21 Thread Marko Lindqvist
Update of bug #22810 (project freeciv):

  Status:None => Ready For Test 
 Planned Release: => 2.6.0  

___

Follow-up Comment #1:

Fix.

When ggz support was dropped, blocks in server input sniffing had gone wrong.
This probably has other consequences than threaded AI breakage...

(file #22689)
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File name: SniffBlocks.patch  Size:5 KB


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[Freeciv-Dev] [bug #22810] Threaded AI hangs

2014-10-21 Thread pepeto
Follow-up Comment #2, bug #22810 (project freeciv):

> This probably has other consequences than threaded AI
> breakage...

I now understand why the autogame didn't start today...


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[Freeciv-Dev] [patch #5368] Send AI worker task changes to client

2014-10-21 Thread Marko Lindqvist
Update of patch #5368 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #1:

Patch

(file #22690)
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File name: WorkerTaskClientInform.patch   Size:4 KB


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[Freeciv-Dev] [bug #22804] civ2civ3: Sewer System doesn't need Aqueduct, but help implies it does

2014-10-21 Thread David Fernandez
Follow-up Comment #2, bug #22804 (project freeciv):

Now I remember that another reason to change this requisite from aqueduct, to
pop 9, was to simplify the code because there are 3 different aqueduct types
in this ruleset, and it makes the requirements more complicated.

I made a simple patch where the unlimited effect of the sewer system require
the presence of some of the aqueducts. But I kept the health bonus of the
sewers unlinked to aqueducts.

By the way, in my games I do not find it worth to build the sewer system in
most of my cities. Do you think we should reduce the pop limit of aqueducts
from 16 to 12, as classic rules?
I increased the limit to 16 to encourage large cities, but now I think that it
makes 16 the optimal size, and it is not really worth to grow larger than
that.

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[Freeciv-Dev] [bug #22803] Plague should reduce foodbox like starvation does

2014-10-21 Thread David Fernandez
Follow-up Comment #4, bug #22803 (project freeciv):

I have been testing a game with this patch, and I'm afraid I did not fully
understand the effects of this patch when I read your description, and now I'm
thinking it would be good to keep it optional.

In my test I had a city with pop 8 that was going to grow to pop 9 the next
turn, but it was hit by a plague and ended with pop 7 and the foodbox empty,
so I actually lost 2 population (1 pop and 1 full foodbox).
If plague came delayed one turn, the city would have ended with pop 8, losing
only 1 pop and no food.

It makes the effect of plagues even more random, and I think I prefer the old
behavior where you always lose 1 pop (equal to 1 full foodbox). Perhaps the
city grows to pop 8 the turn after the plague, but it would have grown to pop
9 without the plague.

Sorry my change of mind.

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[Freeciv-Dev] [bug #22804] civ2civ3: Sewer System doesn't need Aqueduct, but help implies it does

2014-10-21 Thread David Fernandez
Follow-up Comment #3, bug #22804 (project freeciv):

With this patch, Size_Unlimit effect of Sewer system requires the presence of
one of the Aqueducts.
If all 3 aqueduct types are present in a city (possible with the editor), the
value of Size_Unlimit will be 3, but it worked properly in my tests. Please,
tell me if you think it could cause troubles.

(file #22691)
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File name: civ2civ3-sewer_aqueduct-Trunk.patch Size:0 KB


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[Freeciv-Dev] [bug #22845] civ2civ3: StackDeath on trench (pre-fortress)

2014-10-21 Thread David Fernandez
URL:
  

 Summary: civ2civ3: StackDeath on trench (pre-fortress)
 Project: Freeciv
Submitted by: bardo
Submitted on: mar 21 oct 2014 22:35:22 UTC
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 have seen the latest trunk version include the flag NoStackDeath and
NoAggressive for pre-fortress.
One of the main reasons to include those pre-fortresses was to prevent a quick
way to create a tile without Stack of Death nor Military Unhappiness. I find
it important to remove those flags from Trench and Airfield.



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File Attachments:


---
Date: mar 21 oct 2014 22:35:22 UTC  Name:
civ2civ3-prefortress_stackofdeath-Trunk.patch  Size: 718B   By: bardo



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[Freeciv-Dev] [patch #5027] Trench and Airfield graphics

2014-10-21 Thread David Fernandez
Follow-up Comment #7, patch #5027 (project freeciv):

My impressions after testing them a bit (by manually pasting them to
amplio2):

- I'm liking how the short wall looks in all terrains (5th from left to
right).
- When I test walls with towers both in front and rear (7th), they overlap and
it looks odd.
- I like the standard wall with no towers (6th), and the 3 towers in front
with no tower at back (8th).

- The dirt airbase (1st) looks good over plain terrains, but it looks weird
over hills/moutains or rivers/forests.
- The tarmac airbase with one single runway (2th) looks out of place in most
terrains.
- I'm liking a lot the airbase with tower (4th).

I think the 4th and 8th would be perfect for civ2civ3, keeping the default
bases as pre-fortresses.

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[Freeciv-Dev] [bug #22846] typo in README

2014-10-21 Thread Frank
URL:
  

 Summary: typo in README
 Project: Freeciv
Submitted by: dunnoob
Submitted on: Wed 22 Oct 2014 03:54:56 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: None
 Planned Release: 

___

Details:

0 s,/surrendr,/surrender,
0 s,final year,final turn (/show endturn),
0 use more common (in this README) CrLf line endings for all lines
0 get rid of trailing white space and expand HT everywhere

(3)+(4) are actually artefacts of my text editor, I have macros for some UNIX
styles, where some or all HT are preserved as is, or where trailing white
space is significant (for hard cases such as makefiles or sendmail.cf).

*But* so far those macros assume EOLOUT LF, and the diff for changing CRLF to
LF would be bigger than trunk/doc/README




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---
Date: Wed 22 Oct 2014 03:54:56 UTC  Name: README.patch  Size: 4kB   By:
dunnoob



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[Freeciv-Dev] [bug #22847] "reset" in server/commands.c

2014-10-21 Thread Frank
URL:
  

 Summary: "reset" in server/commands.c
 Project: Freeciv
Submitted by: dunnoob
Submitted on: Wed 22 Oct 2014 04:12:49 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: None
 Planned Release: 

___

Details:

Old: SYN_ORIG_("reset"),
New: SYN_ORIG_("reset [game|ruleset|script|default]"),

Background, the "reset" description in manual2.html created by
`freeciv-manual` does not match other commands with parameters.  When I tested
`reset` without parameters it resulted in a server message "guessing 'reset
ruleset'" (or similar).  Does that mean that 'reset default' is actually *not*
the default?

The attached diff also removes trailing white space in three lines; 100%
certified *untested*.



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---
Date: Wed 22 Oct 2014 04:12:49 UTC  Name: commands.c.patch  Size: 1kB   By:
dunnoob



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[Freeciv-Dev] [bug #22795] Server ask to remove unknown unit during alliance break up

2014-10-21 Thread Frank
Follow-up Comment #5, bug #22795 (project freeciv):

Just in case, because Pepeto wrote that the error message is not (?) visible
in 2.5.0-beta1:

Checking one of the ordinary Windows crash reports (RPT attached) I stumbled
over lots of unusual "we don't know about this unit" in the corresponding
stderr.txt (also attached).  Apparently the crash affected stderr.txt, the
last line "p: F" is garbage, it should be debug level + colon + text.

(file #22695, file #22696)
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File name: 250b1.unknown.unit.txt Size:42 KB


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[Freeciv-Dev] [bug #22848] Add comments to classic/effects.ruleset

2014-10-21 Thread Frank
URL:
  

 Summary: Add comments to classic/effects.ruleset
 Project: Freeciv
Submitted by: dunnoob
Submitted on: Wed 22 Oct 2014 05:04:17 UTC
Category: rulesets
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5.0-beta1
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Background:  I try to figure out how to flag the "police station" as
"redundant" in a city with "Shakespeare's theatre" for 2.4.3 and
later.

0 Most classic ruleset files contain comments explaining what the various name
= value lines can do; which lines are required or only optional; dummy values
such as "none"; and so on.  This is better than nothing, please use this style
also in the classic effects.ruleset (2.4+, but 2.5.99 would be good enough.)

0 Please replace "default" by "classic" in the descriptions of all classic
ruleset files incl. classic/effects.ruleset (2.5+), cf. bug #22119
   





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[Freeciv-Dev] [bug #22847] "reset" in server/commands.c

2014-10-21 Thread pepeto
Update of bug #22847 (project freeciv):

  Status:None => In Progress
 Assigned to:None => pepeto 

___

Follow-up Comment #1:

> Does that mean that 'reset default' is actually not the default?

_default_ is not the default. Actually the value _default_ indicates we want
to reset the settings to their server default value (maybe it could be clearer
in the help text). So the default may be either _ruleset_ if the game is not
started yet or _game_ if it has started.

> The attached diff also removes trailing white space in three lines

Don't touch lines you are not working on. CodingStyle claims that you should
"not re-indent areas of code you are not modifying or creating". I think this
comment is right for trailing spaces too. It makes the historical researches
harder (e.g. svn/git blame).


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[Freeciv-Dev] [bug #22795] Server ask to remove unknown unit during alliance break up

2014-10-21 Thread pepeto
Follow-up Comment #6, bug #22795 (project freeciv):

> Just in case, because Pepeto wrote that the error message is
> not (?) visible in 2.5.0-beta1

I didn't mean the error message is not visible at all. I meant that in the
particular case of the attached savegame, there was no error message.

However, I also wrote: "Do not lose vision of hiding units (they are visible
on V_INVIS, not V_MAIN) which may be the cause of related bug" which affects
S2_5.

The crash you report looks similar with bug #22685. I doubt it has any link
with this one.

I see in your log file that you got many related error messages. In S2_5, they
are two distinct messages: "Server wants us to remove unit id XXX" and "Server
wants us to move unit id XXX out of sight". Do you have some clues about how
did they occur?

Note also that since 2.5.0-beta1, some causes of these error messages have
been fixed already.


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