[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected
Follow-up Comment #10, bug #15092 (project freeciv): The problem, I think, with this is that it will slow the game down a lot, especially the multiplayer game. If you have to wait until you build a railroad or boats before you can trade, it will be at least twice as long before you can set up trade routes, rapture, and move more quickly through the game. As we all know, the multiplayer game is already very long, and I think that the new formula (and pepeto's proposal which is better, but still too low, IMHO) will extend the already 3-5 hour game to 4-6 hours at least, if not more than that. It may cause people to play less, and even now it takes a while to find a game in 2.1, this will only be worse. (note: I've not played a multiplayer 2.2 game, and didn't notice the amount of turns passing in the single player games I've played, so this is speculation) Maybe a division by 6 rather than 8 would be better. These numbers seem much more playable to me. This is what we would get with that ((distance+size1+size2)/6): same island, same player: ((9+3+3)/6)/2=1.25 ((12+6+6)/6)/2=2 ((20+3+3)/6)/2=2.16 ((30+6+6)/6)/2=3.5 ((30+18+18)/6)/2=5.5 different island, same player/same island, different players: ((9+3+3)/6)=2.5 ((12+6+6)/6)=4 ((20+3+3)/6)=4.33 ((30+6+6)/6=7 ((30+18+18)/6)=11 different island, different players: ((9+3+3)/6)*2=5 ((12+6+6)/6)*2=8 ((20+3+3)/6)*2=8.66 ((30+6+6)/6)*2=14 ((30+18+18)/6)*2=22 ___ Reply to this item at: http://gna.org/bugs/?15092 ___ 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] [patch #1413] Amendment to nations policy
Follow-up Comment #3, patch #1413 (project freeciv): I don't have anything against the new policy, but I feel like I need to bring up a related point. I find it hard to play as, or against, nations that have unpronounceable names all over. I understand that we want to keep a certain amount of historical accuracy, and I'm all for that, but when a leader title is not much more than a translation of 'president' into the native tongue (which tends to be pretty exotic, with names that have 5+ consecutive consonants and the like) I have a very hard time saying that in my head, and therefore remembering that name, whether its the name of a city, leader, or title. Its nice to be able to know what government a nation is in by the title, but I don't know that when the title is extremely esoteric and unpronounceable. I can't keep track of which city is which if I can't even begin to pronounce the word in my head, most of the time I remember my own cities by some combination of letters rather than the name because the name makes no sense to me. ___ Reply to this item at: http://gna.org/patch/?1413 ___ 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] [patch #1421] Californian nation
Follow-up Comment #2, patch #1421 (project freeciv): Is the 'governator' joke really an appropriate title? I'm inclined to think its not. ___ Reply to this item at: http://gna.org/patch/?1421 ___ 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 #15450] Error generating savegame names
Follow-up Comment #2, bug #15450 (project freeciv): According to bug #15090 they should be changed to the religiously neutral and scientifically accepted BCE and CE. ___ Reply to this item at: http://gna.org/bugs/?15450 ___ 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 #15592] All scenarios use (classic/*) in the name
URL: http://gna.org/bugs/?15592 Summary: All scenarios use (classic/*) in the name Project: Freeciv Submitted by: kinetic Submitted on: Saturday 03/13/2010 at 06:48 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.0 Discussion Lock: Any Operating System: None Planned Release: ___ Details: The 'classic' is useless because they are all classic. ___ Reply to this item at: http://gna.org/bugs/?15592 ___ 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 #15755] default tilesets missing deep ocean/lake graphics
URL: http://gna.org/bugs/?15755 Summary: default tilesets missing deep ocean/lake graphics Project: Freeciv Submitted by: kinetic Submitted on: Tuesday 03/30/2010 at 21:47 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.0 Discussion Lock: Any Operating System: None Planned Release: ___ Details: isotrident, hex2t and isophex are all lacking deep ocean and lake graphics. they use the default ocean instead adding possible confusion over apparently odd behaviors of ships and the output of the tiles. ___ Reply to this item at: http://gna.org/bugs/?15755 ___ 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 #14707] Selected theme does not apply until game starts
Follow-up Comment #4, bug #14707 (project freeciv): I no longer have linux set up on my computer, so I don't have any dark themes to test this with. All the themes on windows xp work correctly with 2.2.0, though none are dark. ___ Reply to this item at: http://gna.org/bugs/?14707 ___ 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 #15890] Typo in settings.c
Follow-up Comment #2, bug #15890 (project freeciv): As a native English speaker, I'll say that 'none of the formats is' sounds wrong, and 'none of the formats are' sounds right. ___ Reply to this item at: http://gna.org/bugs/?15890 ___ 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 #16178] go-to doesn't function properly for triremes (all sea units?)
Follow-up Comment #2, bug #16178 (project freeciv): Depending on the tileset that is being used, this could be caused by bug #15755 ___ Reply to this item at: http://gna.org/bugs/?16178 ___ 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 #16178] go-to doesn't function properly for triremes (all sea units?)
Follow-up Comment #3, bug #16178 (project freeciv): Jan-Jelle Witte sent to the mailing list: would like to help, but I don't know where to find the savegames. and I'm using standard isotrident tiles. Most likely this bug is a duplicate of bug #15755, and the reporter is probably trying to cross deep ocean. The workaround would be to use the amplio or trident tilesets instead. If that solves your problem it is confirmed. ___ Reply to this item at: http://gna.org/bugs/?16178 ___ 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 #16336] Setting 'mapsize' documentation
Follow-up Comment #2, bug #16336 (project freeciv): I agree with pepeto. Using the magic values might confuse some more non-technical people and turn them off of freeciv. I have never seen another game besides freeciv and some low-quality linux games use magic values in place of fully-worded sentances. I think it will add to the professional appearance of freeciv. ___ Reply to this item at: http://gna.org/bugs/?16336 ___ 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 #16345] AI shouldn't count as 'players' in metaserver
URL: http://gna.org/bugs/?16345 Summary: AI shouldn't count as 'players' in metaserver Project: Freeciv Submitted by: kinetic Submitted on: Sunday 08/01/2010 at 20:59 Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: None Planned Release: ___ Details: I think it would be easier to see if there are any people in a game if the AI wasn't counted as a player in the metaserver. Maybe something like players: #of real players (# of AI/or total # of players) or just the number of real players. ___ Reply to this item at: http://gna.org/bugs/?16345 ___ 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 #16346] Small screen display split bottom notebook area options causes message window to be too small
URL: http://gna.org/bugs/?16346 Summary: Small screen display split bottom notebook area options causes message window to be too small Project: Freeciv Submitted by: kinetic Submitted on: Sunday 08/01/2010 at 21:25 Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: See attached screenshot. The 'inspect city' and 'goto location' buttons cause the problem. ___ File Attachments: --- Date: Sunday 08/01/2010 at 21:25 Name: message-window-too-small.jpg Size: 146kB By: kinetic http://gna.org/bugs/download.php?file_id=9659 ___ Reply to this item at: http://gna.org/bugs/?16346 ___ 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 #16206] Impossible to play on-line with the new interface
Follow-up Comment #11, bug #16206 (project freeciv): Merging the chat, message, and map notebooks doesn't solve the problem of not being able to view them all at the same time. ___ Reply to this item at: http://gna.org/bugs/?16206 ___ 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] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)
Follow-up Comment #1, patch #1803 (project freeciv): I tested this. It doesn't compress or decompress the freeciv scenario, so you have to decompress a scenario first to properly import the settings. It also always wraps the world E-W, even if you use the Europe scenario as the base. This means that non-wrapping scenario maps aren't compatible. Also, it creates a crazy amount of rivers, I didn't test all the different river settings, but the majority of tiles on the earth maps have rivers on them with the default (NE) setting. ___ Reply to this item at: http://gna.org/patch/?1803 ___ 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 #16345] AI shouldn't count as 'players' in metaserver
Follow-up Comment #2, bug #16345 (project freeciv): The number of available players isn't shown in the 2.2.2 metaserver page in the gtk client. I only see it on meta.freeciv.org The only way to find out if someone is playing is to click on the server, and scroll through the list of players and look for a hostname next to where it says Human or AI. ___ Reply to this item at: http://gna.org/bugs/?16345 ___ 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] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)
Follow-up Comment #3, patch #1803 (project freeciv): About the rivers, they are not just a visual issue. Rivers cut movement cost, add trade, and with a certain option triremes can travel on them. Also, I'm no lawyer, but the legality of this seems ambigious. Civ 4 is a commercial game with many copyrights. Freeciv cannot ship code as GPLv2 if it contains proprietary info (civ4 map definition?). Its also written in Java, and freeciv is C99 or lua. ___ Reply to this item at: http://gna.org/patch/?1803 ___ 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 #16419] Server will not start and cannot start new game
Follow-up Comment #2, bug #16419 (project freeciv): Last year I experienced a similar bug that was caused by SELinux. By default in Ubuntu, Fedora, and probably others, SELinux blocks servers that aren't in /usr. Any other similar permission enforcing program could also cause the same problem. ___ Reply to this item at: http://gna.org/bugs/?16419 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] IRC server in Freeciv
I'm wondering what advantage this would have over the current integrated chat feature. It allows you to use commands, and send messages only to your team, one person, or everybody. Freeciv also has two IRC channels on freenode, #freeciv and #freeciv-dev. I believe, but I'm not sure, that chat messages are saved if you're not connected the same way that other messages are saved. Can someone confirm this? If not, I think that that is a very useful feature to add, IMHO. Excuse me if I don't understand the purpose of your proposal, but it seems like the main benefit of it is so that one can be connected to IRC and chat with players in your game while not having freeciv open. If it does require freeciv to be open and the specific game to be running, I don't see the advantage it has over the already integrated chat. I'm sorry if I don't understand the purpose, or if I offend you. I don't know very much about IRC, nor am I developer for freeciv (or anything else for that matter). Just a player who subscribed to the -dev mailing list, so my opinion doesn't really have any affect on the project or your feature being integrated into it. --kinetic On Sun, 2011-03-20 at 14:37 +0100, Michal Mazurek wrote: I'm writing an IRC server for Freeciv, which I think will be useful in Longturn. What it does is start with three channels, #cmd, #all and #team. #cmd is the servers console, all output goes there, and input from #cmd is treated as input from a player. #all is the chat, and #team is the allies only chat. Messages sent to #all and #team are also sent to regular clients. Authentication is implemented with nickserv-like functionality. Does this have a chance of being integrated into Freeciv? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev