[Freeciv-Dev] [bug #18521] In worklist, cannot drag from available targets to worklist panes

2011-09-28 Thread DynV

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.

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[Freeciv-Dev] [bug #18517] unable to drag items in Target Worklist to reorder.

2011-09-28 Thread DynV

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. :

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[Freeciv-Dev] [bug #18754] Unit context menu too responsive

2011-09-28 Thread DynV

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).




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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

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[Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays

2011-09-28 Thread DynV

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.




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[Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays

2011-09-28 Thread DynV

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.

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[Freeciv-Dev] [bug #17892] Continue patrolling

2011-09-28 Thread DynV

Follow-up Comment #3, bug #17892 (project freeciv):

+1

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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-09-28 Thread DynV

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).




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[Freeciv-Dev] [bug #18758] status popup in the way of path

2011-09-29 Thread DynV

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.




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[Freeciv-Dev] [bug #18754] Unit context menu too responsive

2011-10-01 Thread DynV

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.

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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-02 Thread DynV

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.

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[Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays

2011-10-02 Thread DynV

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)
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Additional Item Attachment:

File name: viewport.png   Size:2 KB


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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-02 Thread DynV

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).

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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-02 Thread DynV

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.

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[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit

2011-10-02 Thread DynV

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.




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[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit

2011-10-02 Thread DynV

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.

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[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit

2011-10-02 Thread DynV

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).

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[Freeciv-Dev] [bug #14264] wish: border walls

2011-10-04 Thread DynV

Follow-up Comment #1, bug #14264 (project freeciv):

+1

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[Freeciv-Dev] [bug #18786] modifiable minimal distance from borders by auto-worker

2011-10-04 Thread DynV

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.




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[Freeciv-Dev] [bug #14264] wish: border walls

2011-10-05 Thread DynV

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.

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[Freeciv-Dev] [bug #14264] wish: border walls

2011-10-05 Thread DynV

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.

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[Freeciv-Dev] [bug #20942] Terrain resource translucent over city

2013-07-03 Thread DynV
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).



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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

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[Freeciv-Dev] [bug #20943] Food/Prod/Trade increase notification

2013-07-03 Thread DynV
Follow-up Comment #1, bug #20943 (project freeciv):

Release=2.3.4, gui-gtk-2.0

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[Freeciv-Dev] [bug #20943] Food/Prod/Trade increase notification

2013-07-03 Thread DynV
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.





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[Freeciv-Dev] [bug #20954] Fortress not extending national border

2013-07-09 Thread DynV
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.





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[Freeciv-Dev] [bug #20954] Fortress not extending national border

2013-07-12 Thread DynV
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

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[Freeciv-Dev] [bug #17015] Would like to have Go Home command for units

2013-07-15 Thread DynV
Follow-up Comment #7, bug #17015 (project freeciv):

+1

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[Freeciv-Dev] [bug #20980] Apollo Program won't update city nation upon change

2013-07-17 Thread DynV
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: 

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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).




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[Freeciv-Dev] [bug #20980] Apollo Program won't update city nation upon change

2013-07-17 Thread DynV
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?

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[Freeciv-Dev] [bug #20982] Request transport of non-aggressive units

2013-07-20 Thread DynV
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: 

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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.





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[Freeciv-Dev] [bug #21005] Purging future target which required technology becomes available

2013-08-05 Thread DynV
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).




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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

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[Freeciv-Dev] [bug #21188] cities should have the option to ignore growth limitations

2013-10-10 Thread DynV
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: 

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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




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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

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[Freeciv-Dev] [bug #21197] Info fieldset should show effects in the contextual menu for trade [1]

2013-10-14 Thread DynV
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!*



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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

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[Freeciv-Dev] [bug #21197] Info fieldset should show effects in the contextual menu for trade [1]

2013-10-14 Thread DynV
Follow-up Comment #1, bug #21197 (project freeciv):

Category = client


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[Freeciv-Dev] [bug #21197] Info fieldset should show effects in the contextual menu for trade [1]

2013-10-14 Thread DynV
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).

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