Follow-up Comment #2, bug #20940 (project freeciv):
A couple of further hints about this bug.
It was made less likely by reducing the movement animation time.
I suspect this was because showing the gotos hadn't been finished at TC.
Also it is not just a client goto issue.
The same bug occurred
Follow-up Comment #1, bug #20939 (project freeciv):
An update to this bug.
After building recycling centres and solar power plants in all cities this bug
stopped occurring. Suggesting there is some connection to the pollution or
pollution clean up.
URL:
http://gna.org/bugs/?20955
Summary: Extra owner information expected in old savegames
Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 10 Jul 2013 10:48:19 AM EEST
Category: general
Severity: 3
URL:
http://gna.org/bugs/?20956
Summary: Bombarding an empty city allows veterancy gains.
Project: Freeciv
Submitted by: None
Submitted on: Wed Jul 10 07:48:21 2013
Category: None
Severity: 3 - Normal
URL:
http://gna.org/patch/?3982
Summary: Portucalense nation
Project: Freeciv
Submitted by: None
Submitted on: mié 10 jul 2013 08:14:45 UTC
Category: rulesets
Priority: 5 - Normal
Status:
Follow-up Comment #2, bug #20946 (project freeciv):
I built the release tarball of 2.4.0-beta2 on Ubuntu 12.04,
which is 2.68
Could original submitter comment if (s)he just did ./configure make, or if
local autoconf was somehow involved (such as running ./autogen.sh), and if
latter, which
URL:
http://gna.org/patch/?3983
Summary: Irmandade nation
Project: Freeciv
Submitted by: None
Submitted on: mié 10 jul 2013 08:38:42 UTC
Category: rulesets
Priority: 5 - Normal
Status:
URL:
http://gna.org/patch/?3984
Summary: Wallachia nation
Project: Freeciv
Submitted by: None
Submitted on: mié 10 jul 2013 09:21:26 UTC
Category: rulesets
Priority: 5 - Normal
Status:
Update of patch #3958 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/bugs/?20957
Summary: Compilation fails with Ferry Stats Logging enabled
Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 10 Jul 2013 02:13:56 PM EEST
Category: ai
Severity: 3 -
Follow-up Comment #3, patch #3974 (project freeciv):
Looking the effects definitions I wonder why there's no nreqs for anything. If
tile has both Pollution and Fallout, all three effects are active, resulting
in 50% + 50% + 25% = 125% penalty? If effect that has only Pollution as req
would have
URL:
http://gna.org/patch/?3985
Summary: Ues requirements of type extra in supplied
rulesets
Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 10 Jul 2013 05:56:51 PM EEST
Category: rulesets
Priority:
Update of patch #3975 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/patch/?3986
Summary: Select pillage target by extra id
Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 10 Jul 2013 08:09:50 PM EEST
Category: client
Priority: 5 - Normal
Follow-up Comment #1, patch #3976 (project freeciv):
- Updated against svn
(file #18239)
___
Additional Item Attachment:
File name: ExtraReqs-2.patch.bz2 Size:8 KB
___
Follow-up Comment #2, patch #3979 (project freeciv):
OK, I see it now. Sorry then for the reiterative suggestion.
___
Reply to this item at:
http://gna.org/patch/?3979
___
Mensaje enviado
URL:
http://gna.org/bugs/?20960
Summary: Server crash - while processing spy sabotage info
from client
Project: Freeciv
Submitted by: mir3x
Submitted on: Wed 10 Jul 2013 09:28:55 PM CEST
Category: None
URL:
http://gna.org/patch/?3987
Summary: Pointer to extra type to road/base types
Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 10 Jul 2013 11:09:25 PM EEST
Category: general
Priority: 5 - Normal
Update of bug #20950 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
URL:
http://gna.org/patch/?3988
Summary: Extra causes Base and Road
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 11 Jul 2013 12:39:59 AM EEST
Category: general
Priority: 5 - Normal
URL:
http://gna.org/patch/?3989
Summary: Build defenders for martial law needs
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 11 Jul 2013 12:49:26 AM EEST
Category: ai
Priority: 5 - Normal
Follow-up Comment #2, patch #3959 (project freeciv):
I'll submit separate patch to make AI also build units for
martial law effect.
That's now in patch #3989
___
Reply to this item at:
http://gna.org/patch/?3959
22 matches
Mail list logo