[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-12 Thread kinetic

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

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[Freeciv-Dev] [patch #1413] Amendment to nations policy

2010-01-19 Thread kinetic

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.

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[Freeciv-Dev] [patch #1421] Californian nation

2010-02-03 Thread kinetic

Follow-up Comment #2, patch #1421 (project freeciv):

Is the 'governator' joke really an appropriate title? I'm inclined to think
its not.

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[Freeciv-Dev] [bug #15450] Error generating savegame names

2010-02-23 Thread kinetic

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.

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[Freeciv-Dev] [bug #15592] All scenarios use (classic/*) in the name

2010-03-12 Thread kinetic

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: 

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Details:

The 'classic' is useless because they are all classic.




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[Freeciv-Dev] [bug #15755] default tilesets missing deep ocean/lake graphics

2010-03-30 Thread kinetic

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: 

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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.




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[Freeciv-Dev] [bug #14707] Selected theme does not apply until game starts

2010-04-13 Thread kinetic

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.

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[Freeciv-Dev] [bug #15890] Typo in settings.c

2010-04-16 Thread kinetic

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.

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[Freeciv-Dev] [bug #16178] go-to doesn't function properly for triremes (all sea units?)

2010-06-18 Thread kinetic

Follow-up Comment #2, bug #16178 (project freeciv):

Depending on the tileset that is being used, this could be caused by bug
#15755

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[Freeciv-Dev] [bug #16178] go-to doesn't function properly for triremes (all sea units?)

2010-06-21 Thread kinetic

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.

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[Freeciv-Dev] [bug #16336] Setting 'mapsize' documentation

2010-07-31 Thread kinetic

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.

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[Freeciv-Dev] [bug #16345] AI shouldn't count as 'players' in metaserver

2010-08-01 Thread kinetic

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: 

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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.




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[Freeciv-Dev] [bug #16346] Small screen display split bottom notebook area options causes message window to be too small

2010-08-01 Thread kinetic

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: 

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Details:

See attached screenshot. The 'inspect city' and 'goto location' buttons cause
the problem.



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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

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[Freeciv-Dev] [bug #16206] Impossible to play on-line with the new interface

2010-08-01 Thread kinetic

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.

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[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)

2010-08-02 Thread kinetic

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.

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[Freeciv-Dev] [bug #16345] AI shouldn't count as 'players' in metaserver

2010-08-04 Thread kinetic

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.

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[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)

2010-08-04 Thread kinetic

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.

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[Freeciv-Dev] [bug #16419] Server will not start and cannot start new game

2010-08-13 Thread kinetic

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.

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Re: [Freeciv-Dev] IRC server in Freeciv

2011-03-20 Thread Kinetic
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?
 



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