Update of bug #18993 (project freeciv):
Summary: Bug in swiss.ruleset? = Naming of flag files and
ruleset definitions inconsistent in Swiss nationset
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Reply to this item at:
http://gna.org/bugs/?18993
URL:
http://gna.org/patch/?3503
Summary: Traditional Chinese (zh_TW) localization
Project: Freeciv
Submitted by: dmarks
Submitted on: Thu 16 Aug 2012 05:46:27 AM PDT
Category: general
Priority: 5 - Normal
Follow-up Comment #4, bug #20062 (project freeciv):
I finally catched a savegame with default rules where the AI loses a building
due to low funds, while keeping the taxes to 70% science.
To recreate:
1- beta1 v2.4 with default rules, load savegame and start (Apaches)
3- /aitoggle
4- /set
On 16 August 2012 21:03, David Fernandez
no-reply.invalid-addr...@gna.org wrote:
at least until I
can compile the code with debug enabled.
I can't get into actual issues just now, but quick note about making
debug build even if compiler gives warnings (and without editing the
sources to
URL:
http://gna.org/bugs/?20069
Summary: Scorelog: Trying to remove undefined player
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 16 Aug 2012 09:44:36 PM EEST
Category: None
Severity: 3 - Normal
URL:
http://gna.org/bugs/?20070
Summary: read_timer_seconds() returns huge values on Windows
(crosser-build)
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 16 Aug 2012 09:52:10 PM EEST
Category: None
Follow-up Comment #5, bug #20062 (project freeciv):
I was watching this game in AI mode, and several turns before
this one the AI starts to lose money and it keeps the taxes to
70% (max under monarchy) instead of switching to 70% gold, as
the aihand.c file is supposed to be designed.
One
Follow-up Comment #3, bug #19904 (project freeciv):
I've seen this quite regularly, but not reproducible cases. It seems that unit
unloading method does not matter - I've seen it with units simply moving out
of boat, ships Shift+T unloading in cities, unloading at coast.
Maybe related thing is
Follow-up Comment #4, bug #19904 (project freeciv):
So, server side nowadays stores unit's transporter as pointer, but client
still uses separate transporter id field! I wonder how well common code
copes.
Attached is added sanity checking for server side (but I'm quite sure this is
client side
URL:
http://gna.org/patch/?3504
Summary: On new unit creation client copies transported_by
info to same place it reads it
Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 17 Aug 2012 04:06:03 AM EEST
Category: None
Follow-up Comment #6, bug #20062 (project freeciv):
Good point, then my fix may not be an improvement.
But the code still looks buggy to me and should be fixed one way or the
other.
Currently, in the same situation (with no tech upkeep), the AI could act
different if tech_upkeep_style == 1
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