[Freeciv-Dev] [task #7681] Distribute Windows build of Gtk3 client

2013-10-30 Thread Marko Lindqvist
Update of task #7681 (project freeciv): Planned Release: 2.5.0 => 2.4.1, 2.5.0 ___ Follow-up Comment #1: http://www.gtk.org/download/win32.php now lists gtk+-3.6.4

[Freeciv-Dev] [bug #21098] Compiler warning in check_edited_tile_terrains() in non-debug builds

2013-10-30 Thread Marko Lindqvist
Update of bug #21098 (project freeciv): Category:None => bootstrap Status:None => Duplicate Open/Closed:Open => Closed __

[Freeciv-Dev] [bug #20031] Amplio2 missing Maglev gfx

2013-10-30 Thread Marko Lindqvist
Update of bug #20031 (project freeciv): Status:None => Ready For Test Planned Release: 2.5.0 => 2.5.0, 2.6.0 ___ Follow-up Comment #1: Here's the maglev g

[Freeciv-Dev] [patch #3959] Assign defenders for their martial law value

2013-10-30 Thread Marko Lindqvist
Update of patch #3959 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Jacob Nevins
Follow-up Comment #3, bug #21242 (project freeciv): > If you've seen AI to build spaceships *in classic ruleset*, then > it does work. Attached is an example endgame from 2.3.4 with the default (now classic) ruleset where several AIs have spaceships and I think the game is won by space race. (And

[Freeciv-Dev] [bug #21232] fc_cmdhelp.h cannot be used with c++ code

2013-10-30 Thread Marko Lindqvist
Update of bug #21232 (project freeciv): Status: Ready For Test => Fixed Assigned to:None => cazfi Open/Closed:Open => Closed _

[Freeciv-Dev] [patch #4272] Replace tileset "roadstyle" with "extrastyle"

2013-10-30 Thread Marko Lindqvist
Update of patch #4272 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Marko Lindqvist
Follow-up Comment #2, bug #21242 (project freeciv): > Do you know this to be new behaviour? While I remember the time AI was actively building spaceships (and even the time before that when it wasn't able to build spaceships), I don't think the behavior I'm seeing is *new* in freeciv development

[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Jacob Nevins
Follow-up Comment #1, bug #21242 (project freeciv): Do you know this to be new behaviour? I've certainly seen AI build spaceships in autogames (once I saw it sit with a complete but unlaunched spaceship for thousands of years while all its land sank beneath the waves, but that's another matter).

[Freeciv-Dev] [bug #21159] 'mapimg colortest' causes assertion failures and server disconnection

2013-10-30 Thread Marko Lindqvist
Update of bug #21159 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21060] Cosmetic issues in Windows installer language selection

2013-10-30 Thread Marko Lindqvist
Update of bug #21060 (project freeciv): Status:None => Ready For Test Assigned to: cproc => None Planned Release: => 2.4.1, 2.5.0, 2.6.0 __

[Freeciv-Dev] [bug #21108] Tiny score-window

2013-10-30 Thread Marko Lindqvist
Update of bug #21108 (project freeciv): Status: Ready For Test => Fixed Assigned to:None => cazfi Open/Closed:Open => Closed _

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread J. M. Gorbach
Follow-up Comment #9, bug #21239 (project freeciv): >My suggestion tries to make these waves of units a valid tactic, as we see in most wargames. I agree and if there is a possibility to control with Lua script these waves... it's very interesting. ___

[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Marko Lindqvist
URL: Summary: AI does not build spaceship on classic ruleset Project: Freeciv Submitted by: cazfi Submitted on: Wed 30 Oct 2013 03:04:28 PM EET Category: ai Severity: 3 - Normal

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Fernandez
Follow-up Comment #8, bug #21239 (project freeciv): Good points. An important part of this rule, as I said in first post, would be that this penalty does not affect attacks against cities or fortresses (or any other tile with no stack death). The idea is that units moving together protect each ot

[Freeciv-Dev] [bug #21241] Ai does not build Basic Infrastructure building in alien ruleset

2013-10-30 Thread Marko Lindqvist
URL: Summary: Ai does not build Basic Infrastructure building in alien ruleset Project: Freeciv Submitted by: cazfi Submitted on: Wed 30 Oct 2013 02:49:27 PM EET Category: ai Se

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread Marko Lindqvist
Follow-up Comment #7, bug #21239 (project freeciv): > So essentially what you are saying is that as soon as a unit > comes against multiple units, it will be at a disadvantage > against all of them Yes, sounds to me like in practice this would give constant defense bonus for defense lines (where

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Lowe
Follow-up Comment #5, bug #21239 (project freeciv): So essentially what you are saying is that as soon as a unit comes against multiple units, it will be at a disadvantage against all of them. I have to say i don't like that idea. Any attacker should be able to still move 'forward' and attack in

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Fernandez
Follow-up Comment #6, bug #21239 (project freeciv): Attached image with visual example. Green line: normal attack Red line: ZoC penalized attack Blue line: varies from v1 to v2 (isolated unit always attacked without penalty in v2) I do not know how this rule would affect the AI, but it already l

[Freeciv-Dev] [patch #4289] Make sure AI does not consider effect with amount == 0 (no effect) positive thing

2013-10-30 Thread Marko Lindqvist
URL: Summary: Make sure AI does not consider effect with amount == 0 (no effect) positive thing Project: Freeciv Submitted by: cazfi Submitted on: Wed 30 Oct 2013 12:38:44 PM EET Category: ai

[Freeciv-Dev] [bug #21240] AI thinking city has Size Unlimit when it has not

2013-10-30 Thread Marko Lindqvist
URL: Summary: AI thinking city has Size Unlimit when it has not Project: Freeciv Submitted by: cazfi Submitted on: Wed 30 Oct 2013 12:22:21 PM EET Category: ai Severity: 3 - Nor

[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2013-10-30 Thread Marko Lindqvist
Follow-up Comment #2, patch #4011 (project freeciv): "cont" is probably short for "continent". You are not setting continent id correctly (< 0 indicates the tile is oceanic). ___ Reply to this item at: _

[Freeciv-Dev] [patch #4288] S2_5 README.packaging: Mention lua version update

2013-10-30 Thread Marko Lindqvist
URL: Summary: S2_5 README.packaging: Mention lua version update Project: Freeciv Submitted by: cazfi Submitted on: Wed 30 Oct 2013 11:26:41 AM EET Category: docs Priority: 5 - N

[Freeciv-Dev] [patch #4287] Do not check for requirements of included lua when sys-lua used

2013-10-30 Thread Marko Lindqvist
URL: Summary: Do not check for requirements of included lua when sys-lua used Project: Freeciv Submitted by: cazfi Submitted on: Wed 30 Oct 2013 11:19:35 AM EET Category: bootstrap

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Fernandez
Follow-up Comment #4, bug #21239 (project freeciv): I did not explain properly the first verion. I'll use your question about the surrounded warrior to try to clarify both versions. version 1)Penalty when a unit adjacent to an enemy unit attacks any other tile. version 2) Penalty when a unit adj