Re: [Freeciv-Dev] (PR#39365) 2.1.0b4 random number seed not saved correctly

2007-05-12 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39365 > Jason Dorje Short wrote: > There is a whole sequence of tickets devoted to this bug. It is a > well-known bug but no progress toward fixing it has been made in quite > some time. The problem is the sequence of random calls in the reload is

Re: [Freeciv-Dev] (PR#39365) 2.1.0b4 random number seed not saved correctly

2007-05-12 Thread Jason Dorje Short
http://bugs.freeciv.org/Ticket/Display.html?id=39365 > William Allen Simpson wrote: > http://bugs.freeciv.org/Ticket/Display.html?id=39365 > > > Recent (2006 May 2) MacOS compile of freeciv-2.1.0-beta4.tar.bz2. > > This is a very obscure error, and likely not worth fixing before release, > unle

Re: [Freeciv-Dev] (PR#39365) 2.1.0b4 random number seed not saved correctly

2007-05-12 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39365 > Well, the simple fix worked running only the server under gdb (just load and quit), but when the client does the load, more randomness occurs. So far, I've not been able to get the client to talk to the server under gdb. (heavy sigh) Help?

[Freeciv-Dev] (PR#13882) AI wants me to declare war with someone I've never met

2007-05-12 Thread Per I. Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=13882 > > [jdorje - Tue Sep 06 02:28:45 2005]: > > The AI keeps pestering me to declare war on these two civlizations. > (Their names are given by player name not nation name, so with 30 > nations it took a while just to figure out who they're tal

[Freeciv-Dev] (PR#17435) 2.1.0-beta1: generator connects continents

2007-05-12 Thread Per I. Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=17435 > > [EMAIL PROTECTED] - Wed Oct 11 08:31:24 2006]: > Think I found what was causing this, somehow a T_UNKNOWN check got in > the mapgen is_near_land function since Freeciv 2.08. Don't think > T_UNKNOWN has any place in the generator code and th

[Freeciv-Dev] (PR#39343) 2.1.0-beta4 team numbers

2007-05-12 Thread Per I. Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=39343 > > [EMAIL PROTECTED] - Fri Apr 13 11:32:08 2007]: > a small glitch that sometimes leads to confusion > when setting up teams: > > server terminal: > > > team john 1 > Player john set to team Team 2. Patch. - Per Index: data/default/game.

Re: [Freeciv-Dev] (PR#7080) Proposed rules changes

2007-05-12 Thread Daniel Markstedt
http://bugs.freeciv.org/Ticket/Display.html?id=7080 > On 5/12/07, Per I. Mathisen <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=7080 > > > This patch combines some suggested rules changes in this ticket that I > think are good, and not yet implemented. Changes are:

[Freeciv-Dev] (PR#7080) Proposed rules changes

2007-05-12 Thread Per I. Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=7080 > This patch combines some suggested rules changes in this ticket that I think are good, and not yet implemented. Changes are: * Trireme and Carrier can no longer (accidentially) attack land units. * Frigates can no longer transport units, m

[Freeciv-Dev] (PR#11243) diplomacy allows you to trade for units transporting foreign units

2007-05-12 Thread Per I. Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=11243 > As far as I can tell from the code, this could only ever happen with allied units that are camped in a city you come to own. So the problem is just that you cannot unload AI controlled, allied units from your transports. That is another bug r

[Freeciv-Dev] (PR#15169) cannot claim my own island - cannot found cities in enemy borders

2007-05-12 Thread Per I. Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=15169 > I'm going out on a limb here and setting this ticke to 'resolved'. I think the borders system is working fine now in this respect - if you feel otherwise, please open up a new ticket with concrete problems and suggestions for how to solve the

[Freeciv-Dev] (PR#39358) vote in pregame

2007-05-12 Thread Per I. Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=39358 > This will be rather hard to fix in 2.0, but will work in 2.1 and trunk because we redesigned voting there so that it only is available while the game is running. Unless someone volunteers to backport the 2.1 voting system, we should leave thi

Re: [Freeciv-Dev] (PR#39359) [patch] Don't overwrite CFLAGS

2007-05-12 Thread Per I. Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=39359 > On Sat, 28 Apr 2007, Bastiaan Jacques wrote: > Well, --with-sdl-prefix works, unless you are using the sdl client. Because > in the SDL client, SDL includes are included like #include > while in the SDL audio code they're included like #incl

[Freeciv-Dev] The new bug submission address

2007-05-12 Thread Per Inge Mathisen
Just a reminder that the new bug submission address is [EMAIL PROTECTED] and anything sent anywhere else will (hopefully) bounce. It has been working very well so far - I have seen no new spam in RT yet. - Per ___ Freeciv-dev mailing list Fr

[Freeciv-Dev] (PR#39129) 'Unassigned' bug

2007-05-12 Thread Per I. Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=39129 > Committed in 12935 and 12936. However, there seem to be several other bugs related to /cut in 2.1 and above, although they seem client-side or have to do with missing updates. Would nice if someone could go through the various possibilities s

Re: [Freeciv-Dev] (PR#39126) Nuke bug

2007-05-12 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39126 > >From: "Per Inge Mathisen" <[EMAIL PROTECTED]> >Reply-To: [EMAIL PROTECTED] >To: [EMAIL PROTECTED] >Subject: Re: (PR#39126) Nuke bug >Date: Sat, 12 May 2007 04:47:37 -0700 > > >http://bugs.freeciv.org/Ticket/Display.html?id=39126 > > >On 5

Re: [Freeciv-Dev] (PR#39126) Nuke bug

2007-05-12 Thread Per Inge Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=39126 > On 5/12/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: > I do not think the "Explore Nuke" command is not meant to be a goto > command. You can use the normal goto command for nukes. The cursor > that appears on "Explore Nuke" is a cosmetic

Re: [Freeciv-Dev] (PR#39126) Nuke bug

2007-05-12 Thread Per Inge Mathisen
http://bugs.freeciv.org/Ticket/Display.html?id=39126 > I do not think the "Explore Nuke" command is not meant to be a goto command. You can use the normal goto command for nukes. The cursor that appears on "Explore Nuke" is a cosmetic bug. It should just nuke at once when this command is given. I