Update of bug #22252 (project freeciv):
Category:None = editor
Status:None = Ready For Test
Assigned to:None = pepeto
Planned Release:
URL:
http://gna.org/bugs/?22258
Summary: Map topology and tileset incompatible is not an
error
Project: Freeciv
Submitted by: pepeto
Submitted on: mer. 02 juil. 2014 15:02:59 CEST
Category: client
URL:
http://gna.org/patch/?4888
Summary: Move research advance name accessors
Project: Freeciv
Submitted by: pepeto
Submitted on: mer. 02 juil. 2014 15:11:36 CEST
Category: general
Priority: 5 - Normal
Update of patch #4726 (project freeciv):
Depends on: = patch #4888
___
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Message posté
URL:
http://gna.org/patch/?4889
Summary: Pathfinding refactoring
Project: Freeciv
Submitted by: pepeto
Submitted on: mer. 02 juil. 2014 15:24:47 CEST
Category: ai
Priority: 5 - Normal
Update of patch #4736 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #4857 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #22204 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #13:
_I remain curious
URL:
http://gna.org/bugs/?22260
Summary: tech_want never zeroed (not even initialized)
Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 02 Jul 2014 09:45:17 PM EEST
Category: ai
Severity: 3 - Normal
Follow-up Comment #1, patch #4888 (project freeciv):
Patch update against current trunk.
(file #21242)
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Additional Item Attachment:
File name: 0001-research_advance_rule_name.patch.gz Size:15 KB
URL:
http://gna.org/patch/?4890
Summary: Utility for iterating all requirements of an advance
Project: Freeciv
Submitted by: pepeto
Submitted on: mer. 02 juil. 2014 22:12:04 CEST
Category: general
Update of patch #4891 (project freeciv):
Depends on: = patch #4890
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Message posté
URL:
http://gna.org/patch/?4891
Summary: techs_precalc_data() cleanup
Project: Freeciv
Submitted by: pepeto
Submitted on: mer. 02 juil. 2014 22:16:31 CEST
Category: general
Priority: 5 - Normal
URL:
http://gna.org/patch/?4892
Summary: Move last harmless functions from tech.[ch] to
research.[ch]
Project: Freeciv
Submitted by: pepeto
Submitted on: mer. 02 juil. 2014 22:21:06 CEST
Category: general
Update of patch #4726 (project freeciv):
Depends on: = patch #4891
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Message posté
Update of patch #4726 (project freeciv):
Depends on: = patch #4892
___
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http://gna.org/patch/?4726
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Message posté
Follow-up Comment #1, bug #22258 (project freeciv):
While I agree it is not an error, I do like getting the popup: it reminds me
to change tilesets. Previously, I would often find myself doing things in the
wrong topology, which may have unexpected results (gameplay is frequently
surprising, and
URL:
http://gna.org/patch/?4893
Summary: Make requirement types that check unit state
possible
Project: Freeciv
Submitted by: sveinung
Submitted on: Wed 02 Jul 2014 08:47:39 PM UTC
Category: general
Follow-up Comment #2, bug #22258 (project freeciv):
While I agree it is not an error, I do like getting the popup:
it reminds me to change tilesets.
Note that my patch still preserves it.
___
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URL:
http://gna.org/patch/?4894
Summary: UnitState requirement type with the test
TransportDependent
Project: Freeciv
Submitted by: sveinung
Submitted on: Wed 02 Jul 2014 08:51:11 PM UTC
Category: None
Update of patch #4894 (project freeciv):
Depends on: = patch #4893
___
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http://gna.org/patch/?4894
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Message sent
Follow-up Comment #1, patch #4894 (project freeciv):
Add a patch that applies on top of this meant for testing. It will enable
sabotage or targeted sabotage in Experimental depending on if the Spy/Diplomat
is on a ship or not.
(file #21248)
Update of patch #4683 (project freeciv):
Status: In Progress = Wont Do
Open/Closed:Open = Closed
___
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Update of bug #22260 (project freeciv):
Status:None = Ready For Test
Planned Release: = 2.5.0, 2.6.0
___
Follow-up Comment #1:
Patches to enter
Follow-up Comment #4, bug #22252 (project freeciv):
Fix works for me (applied over r25367): not only do I not have the feedback
issue (editor UI showing red, needing to reconnect to refresh), but adding
techs seems to be no longer restricted by dependencies. Do we care about tech
holes or
Follow-up Comment #5, bug #22252 (project freeciv):
Do we care about tech holes or root_reqs for editor-added
advances?
No! Editor is supposed to be part of the scenario creation, not limited by the
other rules of the scenario (for example editor might just be the way self
root-req'd tech is
Follow-up Comment #6, bug #22252 (project freeciv):
adding techs seems to be no longer restricted by dependencies.
I think it has never been the case in editor.
___
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Update of bug #22260 (project freeciv):
Status: Ready For Test = None
Planned Release:2.5.0, 2.6.0 =
___
Follow-up Comment #2:
Initialisation is
Follow-up Comment #3, bug #22260 (project freeciv):
I believe I'm opposed to this patch: I don't think clearing the tech_want
array every turn will result in better behaviour for the AI (because it will
always pursue the most immediately interesting tech, rather than having the
balancing effect
Follow-up Comment #7, bug #22252 (project freeciv):
Editor is supposed to be part of the scenario creation, not limited by the
other rules of the scenario (for example editor might just be the way self
root-req'd tech is in the game at all)
In that case, my testing indicates this patch
Update of bug #22260 (project freeciv):
Status:None = In Progress
Planned Release: = 2.5.0, 2.6.0
___
Follow-up Comment #4:
Having it *never* to
URL:
http://gna.org/patch/?4895
Summary: Remove threaded ai wrapper function
twai_restart_phase()
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 03 Jul 2014 01:56:49 AM EEST
Category: ai
Priority:
Follow-up Comment #5, bug #22260 (project freeciv):
Per-turn depreciation sounds sensible to me. if the AI continues to want
something at a moderate level for a long time, it still ends up being wanted a
lot, but if something was wanted a lot for a short time early in the game, and
not wanted
Follow-up Comment #3, bug #22258 (project freeciv):
My apologies: I didn't understand enough, and hadn't tested. Thank you for
the clarification.
___
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URL:
http://gna.org/patch/?4896
Summary: Document AI callback API changes in 2.6
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 03 Jul 2014 02:07:53 AM EEST
Category: docs
Priority: 5 - Normal
Follow-up Comment #1, patch #4893 (project freeciv):
This looks like it is only an API change. Would it make sense to add a
preface in is_req_active that sets target_unittype in the event that
target_unit != NULL target_unittype == NULL? If not, perhaps at least a
sanity assertion that
URL:
http://gna.org/patch/?4897
Summary: Autosettlers not to assume GlobalWarming and
NuclearWinter flags
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 03 Jul 2014 02:22:43 AM EEST
Category: ai
Update of patch #4847 (project freeciv):
Summary: Veterancy level Super to alien ruleset =
Veterancy level Superb to alien ruleset
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Follow-up Comment #2:
- Actually call the new level Superb
(file #21254)
Follow-up Comment #2, patch #4894 (project freeciv):
To confirm, the intent is to use the same nativity logic as is used for
attacks, so:
If the tile's terrain is native, the tile is native
If the tile contains nativity-granting extras, the tile is native.
If the tile contains a city then:
() If
Follow-up Comment #2, patch #4683 (project freeciv):
Why not do this? It seems a logical accompaniment to patch #4894 to allow
ruleset authors to express that a specific action can be performed by a
transport-dependent unit only if they have one of the Marines or
AttFromNonNative flags set .
Update of patch #3539 (project freeciv):
Planned Release: 2.5.0 = 2.5.0-beta1
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Follow-up Comment #8:
If we're going to apply this, we should probably do so before 2.5.0-beta1, so
we don't have
Follow-up Comment #1, patch #4877 (project freeciv):
- Handle autosettlers
This part was lacking from the original patch since there was no autosettlers
code to convert - the functionality has never existed. I'll open separate
ticket to fix that in S2_5.
(file #21255)
Follow-up Comment #4, patch #2984 (project freeciv):
We seem to have sat on this patch for 2 years. Still want it for 2.5.0?
___
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http://gna.org/patch/?2984
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URL:
http://gna.org/bugs/?22262
Summary: Autosettlers ignore NoBonus road move mode
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 03 Jul 2014 02:49:28 AM EEST
Category: ai
Severity: 3 - Normal
Update of patch #4870 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #1, patch #4889 (project freeciv):
In pf_get_action(), could parentheses be added to the assignment of
non_allied_city_tile? I found it surprising to read (also, when assigning as
the first call in a function, I prefer assigning in declaration, but not doing
that isn't
Update of patch #4879 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #5, patch #2984 (project freeciv):
Needs rebasing for trunk: ai-dai changes, tech_want move, TECH_LOG
redefinition, and obsolete_by moving to a requirement vector. Needs much less
rebasing for S2_5 (just ai-dai: rename ai_modify_for_wonders() to
dai_modify_for_wonders(), and
Follow-up Comment #2, patch #4893 (project freeciv):
_This looks like it is only an API change._
Correct.
_Would it make sense to add a preface in is_req_active that sets
target_unittype in the event that target_unit != NULL target_unittype ==
NULL?_
Great idea. Added.
(file #21257)
Update of patch #4886 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
URL:
http://gna.org/patch/?4898
Summary: Enable ferry stat checking on debug builds
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 03 Jul 2014 04:31:56 AM EEST
Category: ai
Priority: 5 - Normal
Update of patch #4885 (project freeciv):
Status:Works For Me = In Progress
___
Follow-up Comment #1:
Seems that this needs better logic for EFT_DEFEND_BONUS, as otherwise Barracks
III becomes
Follow-up Comment #1, patch #4842 (project freeciv):
Reduced to the minimum the settings forced by the scenario, so
the player can decide as much as possible.
Changeable settings are changeable even if the scenario gives them default
different from freeciv's internal default. So this is not
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