[Freeciv-Dev] [bug #22415] gettext spew appears in version string with unmodified checkout and --enable-svnrev/gitrev

2014-08-03 Thread Jacob Nevins
Update of bug #22415 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22421] civ2civ3 maglev: does not use hidden_by

2014-08-03 Thread Jacob Nevins
Update of bug #22421 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22420] civ2civ3: remove DiplomatDefense flag from Airfield

2014-08-03 Thread Jacob Nevins
Update of bug #22420 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22416] Help claims units can build farmland even if ruleset doesn't support it

2014-08-03 Thread Jacob Nevins
Update of bug #22416 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22419] Airbase flag not documented as enabling Buoys

2014-08-03 Thread Jacob Nevins
Update of bug #22419 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22333] Maglev help does not explain relationship to railroads (bonuses, Big Land)

2014-08-03 Thread Jacob Nevins
Update of bug #22333 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #5008] Refactor civ2civ3 desert river oasis bonus exclusion

2014-08-03 Thread Jacob Nevins
Update of patch #5008 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22365] civ2civ3: recently introduced errors in river help

2014-08-03 Thread Jacob Nevins
Update of bug #22365 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #5009] Move ruleset specifics out of terrain alterations help

2014-08-03 Thread Jacob Nevins
Update of patch #5009 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4931] pf_fuel_map_iterate(): adjustements

2014-08-03 Thread pepeto
Follow-up Comment #10, patch #4931 (project freeciv): I think the only change that is notable for the user is that units with more than 1 turn of fuel really can wait at all refuel points. Sometimes, the calculation was not done due to a problem of synchronization between the normal and the

[Freeciv-Dev] [bug #22433] civ2civ3: industrialization tech still increases population pollution

2014-08-03 Thread Jacob Nevins
URL: http://gna.org/bugs/?22433 Summary: civ2civ3: industrialization tech still increases population pollution Project: Freeciv Submitted by: jtn Submitted on: Sun 03 Aug 2014 12:32:52 BST Category: rulesets

[Freeciv-Dev] [bug #22417] civ2civ3 Transport can build mines in coastal cities, etc

2014-08-03 Thread David Fernandez
Follow-up Comment #8, bug #22417 (project freeciv): Patch done the way persia suggested. It prevents sea unitclass from building irrigations and mines. Except for trunk, where sea units can build mines in deep ocean once Miniaturization is researched. Since transports can already clean pollution

[Freeciv-Dev] [bug #22434] civ2civ3: Hoover Dam in city should make Solar Plant redundant

2014-08-03 Thread Jacob Nevins
URL: http://gna.org/bugs/?22434 Summary: civ2civ3: Hoover Dam in city should make Solar Plant redundant Project: Freeciv Submitted by: jtn Submitted on: Sun 03 Aug 2014 13:19:49 BST Category: rulesets

[Freeciv-Dev] [patch #5014] Industrial Accident disaster

2014-08-03 Thread Emmet Hikory
Follow-up Comment #1, patch #5014 (project freeciv): Could this also be added to experimental, if added to classic? ___ Reply to this item at: http://gna.org/patch/?5014 ___ Message sent

[Freeciv-Dev] [patch #5014] Industrial Accident disaster

2014-08-03 Thread Jacob Nevins
Follow-up Comment #2, patch #5014 (project freeciv): Could do. Experimental doesn't currently have all the disasters that classic does, though. ___ Reply to this item at: http://gna.org/patch/?5014

[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-03 Thread David Fernandez
Follow-up Comment #4, patch #5007 (project freeciv): In spanish it'd be something like obrero(laborer), capataz(foreman), perito(?) and titulado(chartered). But taking into account the scale, as you point, I'd prefer experimentado(experienced), cualificado(skilled), experto(expert),

[Freeciv-Dev] [bug #22433] civ2civ3: industrialization tech still increases population pollution

2014-08-03 Thread David Fernandez
Follow-up Comment #1, bug #22433 (project freeciv): If I remember, one Population_Pollution_Inc is needed in order to enable the pollution caused by population, but it would be cero at this point until the effect Pollu_Pop_Pct is raised by the buildings. I think it is not a bug, but there might

[Freeciv-Dev] [bug #22434] civ2civ3: Hoover Dam in city should make Solar Plant redundant

2014-08-03 Thread Jacob Nevins
Update of bug #22434 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-civ2civ3-plant-redundancy.patch Size:8 KB File name:

[Freeciv-Dev] [patch #5014] Industrial Accident disaster

2014-08-03 Thread David Fernandez
Follow-up Comment #3, patch #5014 (project freeciv): I think it will fit civ2civ3. Please, if you add it to classic rules, add it to civ2civ3 too, with the same chance than the other disasters (currently 100/1). ___ Reply to this item

[Freeciv-Dev] [patch #5015] Replace tech flag Population_Pollution_Inc with new effect Pollu_Pop_Pct_2

2014-08-03 Thread Jacob Nevins
URL: http://gna.org/patch/?5015 Summary: Replace tech flag Population_Pollution_Inc with new effect Pollu_Pop_Pct_2 Project: Freeciv Submitted by: jtn Submitted on: Sun 03 Aug 2014 14:33:34 BST Category: None

[Freeciv-Dev] [patch #5016] Allow ruleset authors to suppress Increases the pollution generated by the population in tech help

2014-08-03 Thread Jacob Nevins
URL: http://gna.org/patch/?5016 Summary: Allow ruleset authors to suppress Increases the pollution generated by the population in tech help Project: Freeciv Submitted by: jtn Submitted on: Sun 03 Aug 2014 14:35:48 BST

[Freeciv-Dev] [bug #22433] civ2civ3: industrialization tech still increases population pollution

2014-08-03 Thread Jacob Nevins
Update of bug #22433 (project freeciv): Status: Need Info = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #2: If I remember, one

[Freeciv-Dev] [bug #22433] civ2civ3: industrialization tech still increases population pollution

2014-08-03 Thread David Fernandez
Follow-up Comment #3, bug #22433 (project freeciv): Also, it creates a perverse incentive to lose the Industrialization tech after building all your buildings. Good point. I recently created a patch for trunk (patch #4967) that uses the new feature to avoid holes in the tech tree. I think it will

[Freeciv-Dev] [bug #22434] civ2civ3: Hoover Dam in city should make Solar Plant redundant

2014-08-03 Thread David Fernandez
Follow-up Comment #1, bug #22434 (project freeciv): You are right. Talking about Hoover Dam, this is a wonder that I'm not sure if it is worth the cost in civ2civ3. I balanced the rules as if it was important for the player to prevent the pollution and the global warning: solar plants, recycle

[Freeciv-Dev] [patch #5005] Require gettext-0.14

2014-08-03 Thread Marko Lindqvist
Update of patch #5005 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [bug #22413] --enable-gitrev and version as GITREV2

2014-08-03 Thread Marko Lindqvist
Update of bug #22413 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #4747] Make client settings code to understand that 2.6 is followed by 3.0

2014-08-03 Thread Marko Lindqvist
Update of patch #4747 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [bug #20723] Enabling multiple luasql backends broken on S2_5 trunk

2014-08-03 Thread Marko Lindqvist
Update of bug #20723 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [bug #22330] civ2civ3 barbarian waste

2014-08-03 Thread Marko Lindqvist
Follow-up Comment #3, bug #22330 (project freeciv): I have tested one game with rev25650 and barbarians were able to produce without waste in their captured city when they had no palace. Did they really have no palace, as for a while there was a feature/bug that even barbarian nations got

[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-08-03 Thread Marko Lindqvist
Update of patch #4830 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22330] civ2civ3 barbarian waste

2014-08-03 Thread David Fernandez
Follow-up Comment #4, bug #22330 (project freeciv): As you say, there was a palace in one of the barbarian cities. I used the edit mode to remove the palace and to verify there were no differences with and without palace. I also gave them the techs that cause changes to the corruption/waste in

[Freeciv-Dev] [bug #22436] city_gold_worth() far too low

2014-08-03 Thread Marko Lindqvist
URL: http://gna.org/bugs/?22436 Summary: city_gold_worth() far too low Project: Freeciv Submitted by: cazfi Submitted on: Mon 04 Aug 2014 12:45:17 AM EEST Category: ai Severity: 3 - Normal

[Freeciv-Dev] [bug #22437] In-game error messages

2014-08-03 Thread anonymous
URL: http://gna.org/bugs/?22437 Summary: In-game error messages Project: Freeciv Submitted by: None Submitted on: So 03 Aug 2014 23:18:06 UTC Category: client-gtk-2.0 Severity: 3 - Normal

[Freeciv-Dev] [bug #22437] assertion 'tech == (200-2) || (tech = 0 tech game.control.num_tech_types)' failed

2014-08-03 Thread Jacob Nevins
Update of bug #22437 (project freeciv): Release: = 2.5.0-beta1 Planned Release: = 2.5.0, 2.6.0 Summary: In-game error messages = assertion 'tech == (200-2) || (tech = 0 tech

[Freeciv-Dev] [bug #22438] civ2civ3: Triremes in coastal river cities miss out on Lighthouse move bonus

2014-08-03 Thread Jacob Nevins
URL: http://gna.org/bugs/?22438 Summary: civ2civ3: Triremes in coastal river cities miss out on Lighthouse move bonus Project: Freeciv Submitted by: jtn Submitted on: Mon 04 Aug 2014 01:27:26 BST Category: rulesets

[Freeciv-Dev] [patch #4742] Handle pickable nations changes in sdl-clients

2014-08-03 Thread Marko Lindqvist
Update of patch #4742 (project freeciv): Status:Done = In Progress Open/Closed: Closed = Open ___ Follow-up Comment #3: Unfortunately this

[Freeciv-Dev] [patch #4742] Handle pickable nations changes in sdl-clients

2014-08-03 Thread Marko Lindqvist
Update of patch #4742 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #4: - Patches (file #21655, file #21656)