[Freeciv-Dev] [bug #18521] In worklist, cannot drag from available targets to worklist panes
Follow-up Comment #1, bug #18521 (project freeciv): I just upgraded on 2.3.0 and I confirm not being able to drag drop (drag n' drop, drag-drop, drag drop) in cities production tab from Source Tasks (to Target Worklist) nor prioritize in the Target Worklist ; both drag dropping possibilities I could do a few minutes ago on 2.2.4. I'm new on this bug tracker and hope my email address isn't fetchable by search engines. ___ Reply to this item at: http://gna.org/bugs/?18521 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18517] unable to drag items in Target Worklist to reorder.
Follow-up Comment #13, bug #18517 (project freeciv): @thenerd there's also reorder arrows on the separator bar, being vertical (up down). I much prefer drag dropping though. : ___ Reply to this item at: http://gna.org/bugs/?18517 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18754] Unit context menu too responsive
URL: http://gna.org/bugs/?18754 Summary: Unit context menu too responsive Project: Freeciv Submitted by: dynv Submitted on: Wed 28 Sep 2011 07:40:16 AM GMT Category: client-gtk-2.0 Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: This is on the edge of being normal because it isn't used much throughout a game but it's quite annoying when it happen and can even force a reload should one be unlucky enough to choose Disband Unit. In the city windows, in the Present units section, when clicking on a unit a contextual menu appear containing Activate Unit, Fortify Unit along with the dreaded Disband Unit mentioned in the introduction. If I simply click on a unit, unless the context menu item happen to be disabled, it will click that item then close the menu in a blink of an eye. The workaround to this is to unbehaviorate (couldn't verify it was the word meaning stopping a behavior) not completing the click by not releasing it on the context menu ; which is annoying but mostly not devastating (see intro). ___ File Attachments: --- Date: Wed 28 Sep 2011 07:40:16 AM GMT Name: freeciv2.3.0-city-unit-context_menu.png Size: 243kB By: dynv Just in case my description wasn't sufficient. http://gna.org/bugs/download.php?file_id=14178 ___ Reply to this item at: http://gna.org/bugs/?18754 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays
URL: http://gna.org/bugs/?18755 Summary: minimap has scroll when widgets NOT for small displays Project: Freeciv Submitted by: dynv Submitted on: Wed 28 Sep 2011 08:06:13 AM GMT Category: client-gtk-2.0 Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: First I thought my issue was related to #16904 but I have doubts about that. I have a large display (over 2Mp) and I noticed the minimap (mini-map, mini map) has scroll bars and I thought something was wrong because either the whole map should be shrinked enough fit however small space it has (well at least ~60px) or it should behave like a view-port (like interactive real world map sites) that pushes aside when dragging dropping inside of it ; in either case not needing scroll bars. ___ Reply to this item at: http://gna.org/bugs/?18755 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays
Follow-up Comment #1, bug #18755 (project freeciv): Oh! The title mentioned it but I forgot to detail it in the description: I thought the behavior (scroll bars) was related to the interface (tab) option Arrange widget for small display but unchecking it stayed the same ; even after leaving the game and reloading it. ___ Reply to this item at: http://gna.org/bugs/?18755 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17892] Continue patrolling
Follow-up Comment #3, bug #17892 (project freeciv): +1 ___ Reply to this item at: http://gna.org/bugs/?17892 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18756] deep wish: stacked units verification
URL: http://gna.org/bugs/?18756 Summary: deep wish: stacked units verification Project: Freeciv Submitted by: dynv Submitted on: Wed 28 Sep 2011 08:41:29 AM GMT Category: client-gtk-2.0 Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: I verify what my units are doing my middle-clicking on them (when moving having the path). Well often I set out a siege from some tile afar and it turn out that most units in that group (platoon?) will have the same path for the majority of the way ; so middle-clicking on it will only show the top (I assume) unit path and I can't see the other units path. I deeply wish I could middle click a unit on the Unit selection windows (when units are stacked) to verify what it's planning to do ; instead of clicking on it and canceling its action then having to reset it (action). ___ Reply to this item at: http://gna.org/bugs/?18756 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18758] status popup in the way of path
URL: http://gna.org/bugs/?18758 Summary: status popup in the way of path Project: Freeciv Submitted by: dynv Submitted on: Thu 29 Sep 2011 08:32:24 AM GMT Category: client-gtk-2.0 Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: The status popup which you get when middle-clicking a unit on the move (indicated by a G) can get in the way of its destination path, the line between the 2 highlighted tiles. I know the popup move when the window border would cut part of it, just like on windows right-clicking near the right window border, but it doesn't seem to consider the path when verifying if it's proper to display it in that place. I understand if the place is so constrained that the path be displayed over, although I'd like a way to see it through (like adding alpha/transparency) ; but when there's enough space to not be cut off out of the path way, it would be preferable to have the popup not display over the path. ___ Reply to this item at: http://gna.org/bugs/?18758 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18754] Unit context menu too responsive
Follow-up Comment #1, bug #18754 (project freeciv): Severity: 3 set Severity 3 Severity=3 If the previous command attempts was unsuccessful, please set this bug to normal. I was previously more involved with units, thus interested in the Present units sections ; but now that I made a couple city tours, thus interested in Supported units, I've disbanded units and it aggravate me, being conservative in my terminology. ___ Reply to this item at: http://gna.org/bugs/?18754 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18756] deep wish: stacked units verification
Follow-up Comment #6, bug #18756 (project freeciv): Again this is my ultimate vision, it doesn't relate to the issue (bug), but if you understand the vision you can easily understand this issue. You add a group option then you add units to it and with a single click select all units of it (group). Then let's say you plan a combat, you create the path (by pressing G) directly to the enemy unit. However, you then *need* to split the ending of path to prevent multi-unit destruction. So you select a unit and have it go next to the enemy (but not directly to it, because not all unit will be ready and rested at the same time ; when they are, I'll be able to begin the combat by again simply moving the leader to begin combat and because the leader is now alone on a tile a popup will ask me if I'm moving the group (if not it's only the unit) so I will click yes and all the units of the group will attack. Optionally (as extra-long-time goal), there will be some algorithm creating an optimized unit order. Please refer again to the first paragraph. If this message wasn't helpful, and rereading my other messages doesn't help, I don't know if I can make you understand. ___ Reply to this item at: http://gna.org/bugs/?18756 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays
Follow-up Comment #3, bug #18755 (project freeciv): I replied by email to freeciv-dev@gna.org to include the quote, as I didn't see a quote button on the web interface, but the email has been stuck in moderation for 2 days. or it should behave like a view-port (like interactive real world map sites) that pushes aside when dragging dropping inside of it ; in either case not needing scroll bars. Not sure what you mean by dragging and dropping; there are no drag-and-drop operations in Freeciv involving the minimap. I'm not sure view-port (viewport) is the right term but it's the one I'm using for a lack of a better term. Whichever word it is, it's suppose to describe a navigable hole in part of a (much) larger part. Getting back to my example, let's say you are at 100m scale clearly seeing the streets path, well if you want to get to another town, you will have to drag drop a lot in that hole so that the image at that scale cross the municipal border, yet alone get into the town center. To further show what I mean I created an image in which the dark grey border are static and the light grey is the virtual movement and the arrow show dragging dropping in the middle of the view-port. Well that hole doesn't need scroll bars because it should be big enough to allow dragging dropping and you theoretically get to any point using it (I think few people would have the patience go across a continent at clear street level (zoom)). --- The following was in a PS email. Ok! I don't know what happened but after a few hours with Freeciv closed (earlier I closed and reopened it right away), the interface is now changed and there' s about twice the area for the minimap. Well I think this should be changed into a suggestion for when the small displays option is enabled. There's never a need for scroll bar with the way modern maps function, using the principle I showed in my image. (file #14191) ___ Additional Item Attachment: File name: viewport.png Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?18755 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18756] deep wish: stacked units verification
Follow-up Comment #7, bug #18756 (project freeciv): I suspect (strongly) that this issue apply to all clients so please change the category to reflect it (to client). ___ Reply to this item at: http://gna.org/bugs/?18756 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18756] deep wish: stacked units verification
Follow-up Comment #8, bug #18756 (project freeciv): oops! and Operating System to Any. I wish I knew the commands to change the flags of the issues I created. ___ Reply to this item at: http://gna.org/bugs/?18756 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit
URL: http://gna.org/bugs/?18775 Summary: city distance in Goto/Airlift Unit Project: Freeciv Submitted by: dynv Submitted on: Sun 02 Oct 2011 11:16:47 AM GMT Category: client Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: I suspect this applied to all clients and OS so I flagged it so but it was observed on GTK 2.0 and Windows. On the Goto/Airlift Unit windows interface there are currently categories for City, Nation Airlift and clicking one show an arrow for order (ascending or descending). Well I wish there was the category Distance, that I could order, to know at a glance which are the closest cities. ___ Reply to this item at: http://gna.org/bugs/?18775 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit
Follow-up Comment #2, bug #18775 (project freeciv): Up to now in similar games, I've mostly used Goto for damaged units to get back to the closest (mine/allied) city, mostly when I'm attacking into enemy territory ; the exception to this would be when defending (thus in mine/allied territory) then it would be the closest city out of reach from enemy. ___ Reply to this item at: http://gna.org/bugs/?18775 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit
Follow-up Comment #4, bug #18775 (project freeciv): I suppose it does. I was just suggesting that feature (distance in Goto/Airlift Unit window) as other spawn of the game has it. It,s always nice to see the paths to the nearest cities, not just limiting oneself to 1 (closest). ___ Reply to this item at: http://gna.org/bugs/?18775 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14264] wish: border walls
Follow-up Comment #1, bug #14264 (project freeciv): +1 ___ Reply to this item at: http://gna.org/bugs/?14264 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18786] modifiable minimal distance from borders by auto-worker
URL: http://gna.org/bugs/?18786 Summary: modifiable minimal distance from borders by auto-worker Project: Freeciv Submitted by: dynv Submitted on: Tue 04 Oct 2011 11:34:38 PM GMT Category: client Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: My wish is alike bug #14614, auto-worker should respect borders, except that it would not move past a certain distance from the mentioned border. Perhaps there can be a default distance, let's say 4-6 tiles from the own/allied borders, which can be changed depending of the current level of aggressiveness on borders ; ie: 0 for peace, 3 for stagnant war, 6 for active war. I'm currently at (active) war with my only neighbor and it's making easy picking of my workers and I'd like to take of my round checking borders for my workers. ___ Reply to this item at: http://gna.org/bugs/?18786 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14264] wish: border walls
Follow-up Comment #3, bug #14264 (project freeciv): A fortress (200% def) only give 50% more than fortifying, is only 1 tile wide and will allow enemies to go through unless there's a unit inside. If you disapprove, just say so ; there's no need to go into bashing. ___ Reply to this item at: http://gna.org/bugs/?14264 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14264] wish: border walls
Follow-up Comment #5, bug #14264 (project freeciv): Since ancient times there has been tunneling detection systems, which is quite complex ; how about in an imaginary world (don't know if it ever happened historically), there would be a simple rope system that upon wall bricks at a level fall down that some kind of detection system is triggered, be it cord belt or caged trained pigeons (the cage open then pigeon fly back to city). With bell-like system, it could require any unit (thinking of those without upkeep, spy with vision 2 being especially interesting) to be stationed every so wall length. Or worse case use any unit (with vision) to patrol next to the wall looking through tiny hole in it to look at incoming enemies. Even in modern warfare there is Dragon's teeth and Czech hedgehog. I don't think border fortifications (as opposed to a base) are to be neglected. ___ Reply to this item at: http://gna.org/bugs/?14264 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20942] Terrain resource translucent over city
URL: http://gna.org/bugs/?20942 Summary: Terrain resource translucent over city Project: Freeciv Submitted by: dynv Submitted on: Wed 03 Jul 2013 03:44:00 PM GMT Category: client Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.4, gui-gtk-2.0 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: I can barely see some resource icons behind city the city (icons) and sometimes not at all. This make me uneasy when performing terrain alterations. There is a way to find out if there's a resource even if there's no icon to be seen but it's unnatural for me and make me nervous thus make me enjoy less the game: through the contextual information of the tile (popup from mouse middle-button-holding), in parenthesis at the end of the terrain entry ; see attachment. I wish terrain resources were--on top--of cities, either through alpha (PNG-type translucency) or meshing/poking through if there's only full or no opacity (GIF-type translucency). ___ File Attachments: --- Date: Wed 03 Jul 2013 03:44:00 PM GMT Name: freecic-tile_contextual_info.png Size: 125kB By: dynv http://gna.org/bugs/download.php?file_id=18198 ___ Reply to this item at: http://gna.org/bugs/?20942 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20943] Food/Prod/Trade increase notification
Follow-up Comment #1, bug #20943 (project freeciv): Release=2.3.4, gui-gtk-2.0 ___ Reply to this item at: http://gna.org/bugs/?20943 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20943] Food/Prod/Trade increase notification
URL: http://gna.org/bugs/?20943 Summary: Food/Prod/Trade increase notification Project: Freeciv Submitted by: dynv Submitted on: Wed 03 Jul 2013 04:36:41 PM GMT Category: client Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: ___ Details: While this isn't in an issue for individual settler/worker/engineer action, it's one for mass action like the connect to (irrigation, road) actions. It would be a nice addition that each time a terrain alteration increase Food/Prod/Trade (ie: 2/1/1 for plain with infrastructure road/irrigation), that there would be a notification, likely a message (entry in Messages tab) ; this would be especially useful when food value increase. ___ Reply to this item at: http://gna.org/bugs/?20943 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20954] Fortress not extending national border
URL: http://gna.org/bugs/?20954 Summary: Fortress not extending national border Project: Freeciv Submitted by: dynv Submitted on: Wed 10 Jul 2013 04:19:50 AM GMT Category: general Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.4, gui-gtk-2.0 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: My most powerful ally has a decrease of attitude toward me. I'd like to do preventive action by lowering his cities sum of Food/Prod/Trade (ie: 2/1/1 for plain with infrastructure road/irrigation) ; that way if he eventually decide to attack me, it will be less damaging. I read on http://freeciv.wikia.com/wiki/Terrain#Later_improvements [...] Fortresses also extend national borders [...]. This doesn't function as far as I could tell. I first tried using the editor, using the building adder tool, simply adding fortresses on the border (the furthest I could toward the threat) then ending the turn but the border remained the same. I then wondered if it was a problem with the editor and if only normal addition of fortress triggered the border extension ; so I did it using conventional means (without editor), the turn ending with engineers-workers/settlers in the fortresses but the border remained the same. I then wondered if only military units would extend the border so I sent some in the fortresses then fortified them but the border was still the same as even though of the scheme (threat territory reduction). I'll still be able to go through the game as is but I will be at a disadvantage of not having this non-war-aggression. ___ Reply to this item at: http://gna.org/bugs/?20954 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20954] Fortress not extending national border
Follow-up Comment #2, bug #20954 (project freeciv): It does explain the problem. However I did mention that I waited an extra turn in my explanation. Also, an more importantly, I have trouble understanding the point #3. Do you mean if player A put a fortress in the limit of it's unclaimed border to stretch it, then player B border meet it and eventually push it back, say player A cities amount remained the same (thus not pushing one another), A fortress will now be enveloped in B territory but still remaining to A? Even if there's no unit in the fortress? If not, will non-aggressive unit suffice to keep claim? Thanks ___ Reply to this item at: http://gna.org/bugs/?20954 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17015] Would like to have Go Home command for units
Follow-up Comment #7, bug #17015 (project freeciv): +1 ___ Reply to this item at: http://gna.org/bugs/?17015 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20980] Apollo Program won't update city nation upon change
URL: http://gna.org/bugs/?20980 Summary: Apollo Program won't update city nation upon change Project: Freeciv Submitted by: dynv Submitted on: Wed 17 Jul 2013 08:19:44 PM GMT Category: client Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.4, gui-gtk-2.0 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: Apollo Program won't update city nation upon change, neither its banner nor the contextual menu (on line starting with City:). Although there's a workaround since the border color change ; and one doesn't even need to meet the nation to know the new color, the Nations tab show its owner (in Border column/field). ___ Reply to this item at: http://gna.org/bugs/?20980 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20980] Apollo Program won't update city nation upon change
Follow-up Comment #1, bug #20980 (project freeciv): The next turn the cities updated their nation. Although I'm wondering if it had to do with the fact that I made contact with one (the same turn as the change); if the contact fixed the problem, it would partly remain a problem. Now I'm wondering if the Apollo Program is supposed to take 2/5/... years to make its survey. If it's supposed to be shorter, the update should be instantaneous, no? ___ Reply to this item at: http://gna.org/bugs/?20980 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20982] Request transport of non-aggressive units
URL: http://gna.org/bugs/?20982 Summary: Request transport of non-aggressive units Project: Freeciv Submitted by: dynv Submitted on: Sun 21 Jul 2013 04:28:26 AM GMT Category: client Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.4, gui-gtk-2.0 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: I have more than a few engineers (or settlers or workers) and freights (or caravan) to send across the sea (to another continent). I wish there was a way for allies to request the transport of non-aggressive units ; I understand aggressive ones might be a security concern thus might need a status higher than allies. This would likely be much later in the game development as it would be need a resources negotiation system and/or a unit interaction one. For example, a transport request is made for a number of units for a certain route, an ally which routes doesn't fill his cargo nor doesn't have an urgent route goes within a certain range of the origin, the requester would get a proposition with the routes destinations ; also there could be a cost system, the further detour and the more units, the more expensive the service is. Of course if the servicing party get an emergency, he would have the option to offload any units anywhere except into enemy territory. It would be nice to see some economic cooperation later in the game. Transportation, road/rail building, etc. ___ Reply to this item at: http://gna.org/bugs/?20982 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21005] Purging future target which required technology becomes available
URL: http://gna.org/bugs/?21005 Summary: Purging future target which required technology becomes available Project: Freeciv Submitted by: dynv Submitted on: Mon 05 Aug 2013 07:05:38 PM GMT Category: client-gtk-2.0 Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.4, gui-gtk-2.0 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: I tend to be forgetful so I use love the worklist. While producing something not immediately useful (caravan), I planned ahead as I noticed a technology would become available the same turn as the item was produced. I was happy that things fit perfectly so that I wouldn't have to wait after another production (of caravan). Well my plan wasn't perfect. The log (see attached) show the future target purging just before the required technology is learned, yes in the same log. So it's just a question of order in the new turn (turn done) scheduled jobs (cron). ___ File Attachments: --- Date: Mon 05 Aug 2013 07:05:38 PM GMT Name: freeciv-bug-purging_same_turn_as_new_technology.png Size: 22kB By: dynv http://gna.org/bugs/download.php?file_id=18643 ___ Reply to this item at: http://gna.org/bugs/?21005 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21188] cities should have the option to ignore growth limitations
URL: http://gna.org/bugs/?21188 Summary: cities should have the option to ignore growth limitations Project: Freeciv Submitted by: dynv Submitted on: Thu 10 Oct 2013 09:32:47 PM GMT Category: client Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.4, gui-gtk-2.0 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: As you can see in the attached screenshot, there's little-to-none food left for some cities in my empire. So I'd like the warning [quote] #: server/cityturn.c:736 #, c-format msgid %s needs an improvement to grow beyond size %d. [/quote] to not appear for those cities. If I simply produced those improvements for the message to stop, I would most likely have food shortages ; perhaps alternating between growth and famine constantly around a specific size (ie: 9, 10, 9, 10, ...). Perhaps just like there's an option for each city that producing a settler at size 1 will disband it, there could be options about warnings. I take the Messages tab quite seriously ; having messages I need to skip will likely cause problem, either skipping other such messages about cities which have food for growth, or feeling anxious about it (not to skip anything). Thanks for your consideration ___ File Attachments: --- Date: Thu 10 Oct 2013 09:32:47 PM GMT Name: freeciv-little_to_none_food_left.png Size: 160kB By: dynv http://gna.org/bugs/download.php?file_id=19149 ___ Reply to this item at: http://gna.org/bugs/?21188 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21197] Info fieldset should show effects in the contextual menu for trade [1]
URL: http://gna.org/bugs/?21197 Summary: Info fieldset should show effects in the contextual menu for trade [1] Project: Freeciv Submitted by: dynv Submitted on: Mon 14 Oct 2013 11:37:20 PM GMT Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.4, gui-gtk-2.0 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: About the Info fieldset/box/group/container of a city window tab Overview. There's a contextual menu for many of the items. As an example, attached is the effect the improvement Library has on Science when holding the mouse main (left for right-handed) button on the output (2nd column) of Science. Now for Trade, still in the Info fieldset, although the city has had an improvement affecting trade for many turns, there's no mention of it in Trade contextual menu as seen in the attachments. I then cheated out the Super Highways ; the trade output is diminished but the overall look of the contextual menu remain the same (other than the number change). The only effect I noticed in the Trade contextual menu was for trade routes. I think it would be really appropriate to show the effect of improvements on trade. I dislike scrolling improvements and I check for them through Info contextual menus. Thanks for your consideration PS: For some odd reason I can't choose the same of the submission that I did while not logged it. BTW, the script that clear boxes when going back in the browser history *suck big time!* ___ File Attachments: --- Date: Mon 14 Oct 2013 11:37:20 PM GMT Name: freeciv-Info_contextual_menu-Science.png Size: 51kB By: dynv http://gna.org/bugs/download.php?file_id=19183 --- Date: Mon 14 Oct 2013 11:37:20 PM GMT Name: freeciv-Info_contextual_menu-Trade_not_showing_Super_Highways_effect.png Size: 260kB By: dynv http://gna.org/bugs/download.php?file_id=19184 --- Date: Mon 14 Oct 2013 11:37:20 PM GMT Name: freeciv-Info_contextual_menu-Trade_with_Super_Highways_cheated_out.png Size: 259kB By: dynv http://gna.org/bugs/download.php?file_id=19185 --- Date: Mon 14 Oct 2013 11:37:20 PM GMT Name: freeciv-Info_contextual_menu-Trade_route_effect.png Size: 42kB By: dynv http://gna.org/bugs/download.php?file_id=19186 ___ Reply to this item at: http://gna.org/bugs/?21197 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21197] Info fieldset should show effects in the contextual menu for trade [1]
Follow-up Comment #1, bug #21197 (project freeciv): Category = client ___ Reply to this item at: http://gna.org/bugs/?21197 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21197] Info fieldset should show effects in the contextual menu for trade [1]
Follow-up Comment #3, bug #21197 (project freeciv): How is it hard? I use the editor, I middle-click a /city/, I check in/out Super Highways, bingo! Right away, not even 1 second delay. I think developers made most aspects of the game very efficient to change, otherwise turn change would be lengthier (although not lengthy to begin with). ___ Reply to this item at: http://gna.org/bugs/?21197 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev