[Freeciv-Dev] [bug #14353] wish: be able to specify non-direct terrain change

2009-10-05 Thread anonymous
Follow-up Comment #1, bug #14353 (project freeciv): I was thinking the same thing. I can think of two way for this: 1) More elaborate goto handling in the client. One can alraedy connect railroads, which involves adding road and then rail as needed along the path. I also hacked into my client

[Freeciv-Dev] [bug #14091] wish: choose next selected unit logically

2009-10-05 Thread anonymous
Follow-up Comment #1, bug #14091 (project freeciv): Some thoughts on this. 1) Often I need group of the same type of unit to do something. Like build a defensive wall in front of the enemy, attack a city or build rails/irrigate a path/area. It would be nice if one could restrict the next

[Freeciv-Dev] [bug #14089] wish: be able to automate worker tasks

2009-10-05 Thread anonymous
Follow-up Comment #2, bug #14089 (project freeciv): This is just about the last stanca of the previous comment. From years ago I remember that there where 2 ways to connect: ctrl-r - connect considering costs ctrl-shift-r - connect in a direct path When building a road between 2 cities

[Freeciv-Dev] [bug #14055] autosettler does not irrigate city square

2009-10-05 Thread anonymous
Follow-up Comment #3, bug #14055 (project freeciv): Hi, are you sure that holds for farmland? I know a city square is implicitly irrigated but in my memory I have the notion that farmland needs to be explicitly added even to the city square itself. MfG Goswin von Brederlow goswin-v-b at

[Freeciv-Dev] [bug #14055] autosettler does not irrigate city square

2009-10-05 Thread pepeto
Follow-up Comment #4, bug #14055 (project freeciv): From ruleset default/effects.ruleset: [effect_supermarket] name= Output_Per_Tile value = 50 reqs= { type, name, range Special, Farmland, Local Building, Supermarket, City OutputType, Food, Local } nreqs =

[Freeciv-Dev] [patch #1325] Warclient-like sell menu in city report

2009-10-05 Thread pepeto
Update of patch #1325 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/patch/?1325 ___ Message

[Freeciv-Dev] [bug #14432] data files missing when compiling all clients

2009-10-05 Thread pepeto
Update of bug #14432 (project freeciv): Status:None = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy

2009-10-05 Thread pepeto
Update of bug #14036 (project freeciv): Status:None = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #14305] consider S_S_OVER as savegame server state

2009-10-05 Thread pepeto
Update of bug #14305 (project freeciv): Status:None = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #1320] Reduce the amount of sent packets

2009-10-05 Thread pepeto
Update of patch #1320 (project freeciv): Status:None = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #14448] Cannot accept treaty which ally approves of

2009-10-05 Thread pepeto
Update of bug #14448 (project freeciv): Status:None = Confirmed Assigned to:None = pepeto ___ Follow-up Comment #1: This happens to all