[Freeciv-Dev] [bug #22934] Spaceship part not placed if client not connected when it's built

2015-10-21 Thread HanduMan
Follow-up Comment #1, bug #22934 (project freeciv): Verified. :( Online game, ongoing, so no savegame to offer. But the story goes... T192 - Built 12 Space Modules and 8 Space Components. T193 - Built 8 Space Components and 12 Space Structurals. T194 - Built 20 Space Structurals. That makes

[Freeciv-Dev] [bug #22934] Spaceship part not placed if client not connected when it's built

2015-10-21 Thread HanduMan
Follow-up Comment #2, bug #22934 (project freeciv): Sorry, forgot to mention. The game runs on 2.5. ___ Reply to this item at: ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #23700] Private messages addressed to username disappear in cache

2015-08-12 Thread HanduMan
Follow-up Comment #8, bug #23700 (project freeciv): Still needs fixing IMHO. ___ Reply to this item at: http://gna.org/bugs/?23700 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #23700] Private messages addressed to username disappear in cache

2015-08-01 Thread HanduMan
Follow-up Comment #5, bug #23700 (project freeciv): Private messages are being saved in cache. The saving fails when the sender has used player name for addressing the recipient. This bug report is about that issue. If you want to change that behaviour then please create another report.

[Freeciv-Dev] [bug #23700] Private messages addressed to username disappear in cache

2015-08-01 Thread HanduMan
Follow-up Comment #7, bug #23700 (project freeciv): OK, it seems I did not see the whole picture here. Thank you for clarifying that for me. The problem is only with the private messages to a *user* who is attached to a *player* thus getting their name replaced by the respective ruler name.

[Freeciv-Dev] [bug #23700] Private messages addressed to username disappear in cache

2015-07-18 Thread HanduMan
Follow-up Comment #2, bug #23700 (project freeciv): Oh, and this might or might not be related to bug #16625. ___ Reply to this item at: http://gna.org/bugs/?23700 ___ Message sent via/by

[Freeciv-Dev] [bug #16506] Option missing to disable ZOC imposed by units

2012-04-06 Thread HanduMan
Follow-up Comment #10, bug #16506 (project freeciv): This is an old case and probalby already forgotten but I'd like to raise it up for a reason. Non-military units, like explorers and caravans, are creating annoying situations in online games by imposing ZOC. My suggestion is to introduce new

[Freeciv-Dev] [bug #19561] No indication of pregame connection loss

2012-03-21 Thread HanduMan
Follow-up Comment #1, bug #19561 (project freeciv): Same thing happened to one of my friends while we were starting an online game. He had no idea he was no more logged in as I asked him to join the game. That too was due to a brief internet connection break. So, confirmed in case you needed it.

[Freeciv-Dev] [bug #17441] Upgrading unit level will eliminate their production

2011-12-10 Thread HanduMan
Follow-up Comment #1, bug #17441 (project freeciv): This should be classified higher on severity since it makes the game almost unplayable on multiplayer. This seems to happen when player has aquired a new tech which makes a unit obsolete, and there are those now obsolete units being built in

[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2011-12-10 Thread HanduMan
Follow-up Comment #3, bug #18736 (project freeciv): OK, this one seems more active than the other (bug #17441) I searched with 'upgrade'... Verified this as explained with bug #17441. To fix, trigger production upgrade when new tech is received. Thus, player cannot buy obsolete units. Or if

[Freeciv-Dev] [bug #18763] It's not intuivively clear as to why can't you build a city

2011-10-08 Thread HanduMan
Follow-up Comment #2, bug #18763 (project freeciv): Actually, full moves is not required, unless this has been changed for 2.3. The settler has to have some move points left to build a city but I don't know how much is s'some'. But still, I agree with OP that some kind of indication for the

[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2011-04-25 Thread HanduMan
Follow-up Comment #20, bug #16468 (project freeciv): While creating a savegame for bug #18066 this happened again. I had three clients joined in the game and when I chose Leave on Game menu also the other two clients dropped off of the server. The server also died without anything in logs. The

[Freeciv-Dev] [bug #18066] Misleading message when treaty not possible

2011-04-25 Thread HanduMan
Follow-up Comment #3, bug #18066 (project freeciv): Savegame attached. The game involves three nations. The Quebecois lead by René Lévesque are allied with the Kyrgyz lead by Shabdan Dzhantaev who in turn are at war with the Danish lead by Hardeknud. Now an alliance between René Lévesque and

[Freeciv-Dev] [bug #18066] Misleading message when treaty not possible

2011-04-24 Thread HanduMan
URL: http://gna.org/bugs/?18066 Summary: Misleading message when treaty not possible Project: Freeciv Submitted by: handuman Submitted on: Sun Apr 24 12:11:18 2011 Category: general Severity: 2 - Minor

[Freeciv-Dev] [bug #18066] Misleading message when treaty not possible

2011-04-24 Thread HanduMan
Follow-up Comment #2, bug #18066 (project freeciv): I cannot produce a savegame, sorry. It's an ongoing multiplayer game. Might try and create similar situation in a test game though. ___ Reply to this item at:

[Freeciv-Dev] [bug #17931] Air units auto healted in case of auto return to base

2011-03-24 Thread HanduMan
Follow-up Comment #1, bug #17931 (project freeciv): With that logic, also air units could only be supported by cities with airport? I vote nay... ___ Reply to this item at: http://gna.org/bugs/?17931

[Freeciv-Dev] [bug #17737] killunhomed server option is unusable

2011-02-16 Thread HanduMan
Follow-up Comment #5, bug #17737 (project freeciv): I'd prefer giving them a new home =) ___ Reply to this item at: http://gna.org/bugs/?17737 ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #17732] GTK client displays slanted map

2011-02-14 Thread HanduMan
Follow-up Comment #2, bug #17732 (project freeciv): The diagonal square outline appears on the minimap because the map topology specified at the start of game is not compatible with currently selected tileset. More specificly, it's the 'Isometric' option that makes the difference. 2.3.0-beta3

[Freeciv-Dev] [bug #17737] killunhomed server option is unusable

2011-02-14 Thread HanduMan
URL: http://gna.org/bugs/?17737 Summary: killunhomed server option is unusable Project: Freeciv Submitted by: handuman Submitted on: Mon Feb 14 21:16:52 2011 Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #16852] [tech01] Research report crash (with root_reqs)

2011-01-21 Thread HanduMan
Follow-up Comment #8, bug #16852 (project freeciv): Umm...already closed? Sorry, haven't read this box in couple of days. But all the same, I cannot test any patches since I don't have a suitable development environmet installed. Great to see that someone has fixed this! I almost forgot it

[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-21 Thread HanduMan
Follow-up Comment #6, bug #16855 (project freeciv): Although the case is closed I'd like to add a comment... I think the visibility of unresearchable techs should not be allowed to be decided by the player. Rather, it should be made as a ruleset option. It is the ruleset desiger who adds the

[Freeciv-Dev] [bug #17423] Server option - reveal map

2011-01-04 Thread HanduMan
Follow-up Comment #1, bug #17423 (project freeciv): Add this to the effects.ruleset file [effect_all_seeing_eye] name= Reveal_Map value = 1 The map becomes explored for all players after the first turn. ___ Reply to this item

[Freeciv-Dev] [bug #17348] notradesize/fulltradesize is included in corruption

2010-12-18 Thread HanduMan
URL: http://gna.org/bugs/?17348 Summary: notradesize/fulltradesize is included in corruption Project: Freeciv Submitted by: handuman Submitted on: Sat Dec 18 12:17:39 2010 Category: general Severity: 3

[Freeciv-Dev] [bug #17105] Global warming ineffective?

2010-11-18 Thread HanduMan
Follow-up Comment #2, bug #17105 (project freeciv): To boost up pollution you could try adding something like this in effects.ruleset: [effect_pollution_boost_prod] name= Pollu_Prod_Pct value = 250 [effect_pollution_boost_pop] name= Pollu_Prod_Pct value = 250 Then play a few

[Freeciv-Dev] [bug #17105] Global warming ineffective?

2010-11-18 Thread HanduMan
Follow-up Comment #3, bug #17105 (project freeciv): Oops! Copy-paste-bug in my example. The name of the second one should be Pollu_Pop_Pct. Sorry. ___ Reply to this item at: http://gna.org/bugs/?17105

[Freeciv-Dev] [bug #16986] techs.ruleset: Never keyword is unusable

2010-10-31 Thread HanduMan
URL: http://gna.org/bugs/?16986 Summary: techs.ruleset: Never keyword is unusable Project: Freeciv Submitted by: handuman Submitted on: Sunday 10/31/10 at 11:32 Category: rulesets Severity: 2 - Minor

[Freeciv-Dev] [bug #16971] Resolve 'transform' (terrain) vs 'transform' (units) terminology

2010-10-30 Thread HanduMan
Follow-up Comment #3, bug #16971 (project freeciv): My suggestions are based on the idea that a 'unit' in freeciv should be seen as a troop of units rather than one single unit. ___ Reply to this item at: http://gna.org/bugs/?16971

[Freeciv-Dev] [bug #16971] Resolve 'transform' (terrain) vs 'transform' (units) terminology

2010-10-29 Thread HanduMan
Follow-up Comment #1, bug #16971 (project freeciv): Well, why not make a unit 'convert' to another? Or 'restructure' even? Maybe 'Reorganize' it into something new? ___ Reply to this item at: http://gna.org/bugs/?16971

[Freeciv-Dev] [bug #16956] 'topology' doesn't match anymore numbers

2010-10-26 Thread HanduMan
Follow-up Comment #1, bug #16956 (project freeciv): I don't understand the report let alone the .diff but it seems to deal with 'isometric' and 'hex'... Does this have anything to do with the fact that if I want to create a tileset which is compatible with topologies 12-15 (iso-hex), I need to

[Freeciv-Dev] [bug #16907] Short cut keys for main menu and the main menu bar are not working.

2010-10-20 Thread HanduMan
Follow-up Comment #1, bug #16907 (project freeciv): The shortcut keys are supposed to be combined with the 'Alt' key as in all (Windows) applications. ___ Reply to this item at: http://gna.org/bugs/?16907

[Freeciv-Dev] [bug #16886] Show trade routes in progress

2010-10-18 Thread HanduMan
Follow-up Comment #1, bug #16886 (project freeciv): I like the idea but why not just draw the route line between any caravan/freight and their home city? Regardless of their currently active commands. Most of my caravans travel to their destination onboard a ship.

[Freeciv-Dev] [bug #16880] Context menu: Take AI player fails

2010-10-17 Thread HanduMan
URL: http://gna.org/bugs/?16880 Summary: Context menu: Take AI player fails Project: Freeciv Submitted by: handuman Submitted on: Sunday 10/17/10 at 07:58 Category: client-gtk-2.0 Severity: 3 - Normal

[Freeciv-Dev] [bug #16882] Separate gold transfers from diplcost

2010-10-17 Thread HanduMan
URL: http://gna.org/bugs/?16882 Summary: Separate gold transfers from diplcost Project: Freeciv Submitted by: handuman Submitted on: Sunday 10/17/10 at 15:55 Category: general Severity: 1 - Wish

[Freeciv-Dev] [bug #16854] Misleading help text for oceanic terrains (custom rules)

2010-10-11 Thread HanduMan
URL: http://gna.org/bugs/?16854 Summary: Misleading help text for oceanic terrains (custom rules) Project: Freeciv Submitted by: handuman Submitted on: Monday 10/11/10 at 16:16 Category: client Severity

[Freeciv-Dev] [bug #16855] root_req'd techs not visible in tech tree

2010-10-11 Thread HanduMan
URL: http://gna.org/bugs/?16855 Summary: root_req'd techs not visible in tech tree Project: Freeciv Submitted by: handuman Submitted on: Monday 10/11/10 at 16:44 Category: client Severity: 3 - Normal

[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-09-14 Thread HanduMan
Follow-up Comment #16, bug #16468 (project freeciv): And I replied in comment #12 ... are we creating a loop? :D To reproduce: 0 load the savegame from bug #16467 0 start freeciv-server on command prompt 0 start a client and join the game with username HanduMan 0 start another client and join

[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-09-14 Thread HanduMan
Follow-up Comment #19, bug #16468 (project freeciv): Yes, gtk2 2.2.2 from installation package. ___ Reply to this item at: http://gna.org/bugs/?16468 ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-09-13 Thread HanduMan
Follow-up Comment #8, bug #16468 (project freeciv): Yes I am. It happens with the savegame attached to bug #16467 named embatestT33. ___ Reply to this item at: http://gna.org/bugs/?16468 ___

[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-09-13 Thread HanduMan
Follow-up Comment #10, bug #16468 (project freeciv): Don't think so. If I'm leaving a game run by the client, it asks me for confirmation (Leaving a local game will end it!) Now it does not. It only kills the server and the other client when leaving by choosing the _Leave_ option in Game menu.

[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-09-13 Thread HanduMan
Follow-up Comment #12, bug #16468 (project freeciv): No it does not. As I tried to point out in my previus comment, _Leave_ kills the server, _Quit_ does not. And _Leave_ leaves a game keeping the client running. _Quit_ leaves a game and also stops the client. This the expected behaviour.

[Freeciv-Dev] [bug #16679] Messages from event cahce are displayed in incorrect order

2010-09-11 Thread HanduMan
URL: http://gna.org/bugs/?16679 Summary: Messages from event cahce are displayed in incorrect order Project: Freeciv Submitted by: handuman Submitted on: Saturday 09/11/10 at 09:26 Category: None Severity

[Freeciv-Dev] [bug #16679] Messages from event cache are displayed in incorrect order

2010-09-11 Thread HanduMan
Follow-up Comment #2, bug #16679 (project freeciv): Seems to be related to #15618 but not really to #15619 The _may son grow_ message in #15618 might belong to the first group. My list is only an example, not exhaustive. ___ Reply to

[Freeciv-Dev] [bug #16668] Per-topology client tileset preference

2010-09-09 Thread HanduMan
Follow-up Comment #1, bug #16668 (project freeciv): Good idea. Only I think the default tileset is being loaded already when the client is first started. So, which of the four defaults should be chosen at startup? Maybe the one that matches the topology choice saved in preferences? But to make

[Freeciv-Dev] [bug #16250] Deep ocean sprites won't work in Hex2t tileset

2010-08-31 Thread HanduMan
Follow-up Comment #3, bug #16250 (project freeciv): Attached a suggestion how to fix deep ocean graphics for hex2t tileset. Not exhaustively tested, just checked that deep ocean appears in the middle of the ocean. Coastlines may appear ugly if some land is terraformed adjacent to deep ocean.

[Freeciv-Dev] [bug #16588] Coastal tiles ignored for non-arctic terrain

2010-08-30 Thread HanduMan
Follow-up Comment #2, bug #16588 (project freeciv): The reason why Amplio's 't.l1.coast_cell...' and 't.l1.floor_cell...' tiles refer to the arctic coastal sprites is that layer 1 of both tile_floor and tile_coast is defined to match with ice. Layer 0 is the one that is matchinig with land and

[Freeciv-Dev] [bug #16586] Amplio includes own buildings.spec

2010-08-30 Thread HanduMan
Follow-up Comment #1, bug #16586 (project freeciv): The amplio/amplio2 tilesets are including their own buildings.spec that refers the same sprites in misc/ Not true. It refers to individual image files in buildings/ ___ Reply to this

[Freeciv-Dev] [bug #16587] Wonder sprites only in amplio

2010-08-30 Thread HanduMan
Follow-up Comment #1, bug #16587 (project freeciv): Only the amplio/amplio2 tilesets specifies wonder sprites. The spec file should be moved to misc/ and included from other tilesets. Why? The other tilesets have their own images for wonders which fit their style better than those in amplio.

[Freeciv-Dev] [bug #16565] borders and peace treaty

2010-08-29 Thread HanduMan
Follow-up Comment #3, bug #16565 (project freeciv): Please do NOT create more restrictions to unit movements! The current one (no mil units inside peacful nation's borders) is already ruining part of the fun in LT games. IMO beign able to violate your neighbour's rights without declaring a war

[Freeciv-Dev] [bug #16559] Display no-citybuilding area

2010-08-28 Thread HanduMan
Follow-up Comment #1, bug #16559 (project freeciv): I give my vote for this one. If this will be implemented then terrains that are flagged with NoCities should also be included. ___ Reply to this item at: http://gna.org/bugs/?16559

[Freeciv-Dev] [bug #16515] Overview options

2010-08-23 Thread HanduMan
Follow-up Comment #2, bug #16515 (project freeciv): The overview already has functionality for both mouse buttons. Right click centers the map and left click initiates a goto command for selected unit(s). Personally, I wouldn't mind if the goto thing was replaced with a layer (de)activation

[Freeciv-Dev] [bug #16481] Display research speed on main window

2010-08-19 Thread HanduMan
Follow-up Comment #3, bug #16481 (project freeciv): How about just extending the current text to Researching Warrior Code: 0/28 (28 turns, 1 bulbs/turn)? Bossibly adding this to the tooltip also. ___ Reply to this item at:

[Freeciv-Dev] [bug #16465] Cannot build two bases on one tile

2010-08-17 Thread HanduMan
URL: http://gna.org/bugs/?16465 Summary: Cannot build two bases on one tile Project: Freeciv Submitted by: handuman Submitted on: Tuesday 08/17/10 at 07:25 Category: general Severity: 3 - Normal

[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-08-17 Thread HanduMan
URL: http://gna.org/bugs/?16468 Summary: Leaving a game kicks everyone out and kills the server Project: Freeciv Submitted by: handuman Submitted on: Tuesday 08/17/10 at 08:34 Category: general Severity

[Freeciv-Dev] [bug #16467] Nations report (F3) shows incorrect info in embassy column

2010-08-17 Thread HanduMan
Follow-up Comment #2, bug #16467 (project freeciv): As you might have noticed on my other report ( bug #16468 ), I've been testing with 2.2.2. Did you do exactly as I instructed? First start the game on the server, then join as 'HanduMan'. If you load the savegame in client and /take

[Freeciv-Dev] [bug #16465] Cannot build two bases on one tile

2010-08-17 Thread HanduMan
Follow-up Comment #7, bug #16465 (project freeciv): Setting techlevel to 100 is the easiest way, but in my opinion, a bit brutal. :P I use init_techs in a chosen nation's .ruleset: init_techs=Construction,Radio Bases are not conflicting currently in 2.2.2? There is a patch to make

[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-08-17 Thread HanduMan
Follow-up Comment #3, bug #16468 (project freeciv): As I said Don't know if this happens every time... Maybe it's because of I'm running Windows? ___ Reply to this item at: http://gna.org/bugs/?16468

[Freeciv-Dev] [bug #16471] Info displayed on Happiness tab

2010-08-17 Thread HanduMan
Follow-up Comment #3, bug #16471 (project freeciv): OR we should check if same building is providing multiple effects for same row and print it only once if it does. Yes, please! Buildings: Cathedral, Theology+Cathedral, Communism+Cathedral, Colosseum, Electricity+Colosseum, Temple,

[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-08-17 Thread HanduMan
Follow-up Comment #4, bug #16468 (project freeciv): Tried it again. Now, for the first client to leave, I got: 2: Lost connection: HanduMan from l0553ous.cccgroup.net (player Sharru-Kin II). 1: Missing errno mapping for Winsock error #10053. 1: Please report this message at https://gna.org

[Freeciv-Dev] [bug #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset

2010-08-14 Thread HanduMan
Follow-up Comment #5, bug #16410 (project freeciv): Ouch! I should have seen that :( So, if one needs to modify the nations in a custom ruleset, also the ../data/nation folder should be copied to form the basis of the modification. Thus, my example ruleset would consist of ../data/myDeafult

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan
URL: http://gna.org/bugs/?16426 Summary: Changing terrain to ocean should not clean pollution unconditionally Project: Freeciv Submitted by: handuman Submitted on: Saturday 08/14/10 at 11:15 Category: None

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan
Follow-up Comment #3, bug #16426 (project freeciv): Do you mean in a custom ruleset? Yes I do, sorry for the confusion. I have to disagree with the attached fix, though. The NoPollution flag only affects pollution, not nuclear fallout. Is it possibly hardcoded that fallout never hits oceanic

[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset

2010-08-12 Thread HanduMan
URL: http://gna.org/bugs/?16410 Summary: nations.ruleset is ignored in a custom ruleset Project: Freeciv Submitted by: handuman Submitted on: Thursday 08/12/10 at 10:52 Category: rulesets Severity: 3

[Freeciv-Dev] [bug #16411] Global warming nuclear winter may change a tile multiple times

2010-08-12 Thread HanduMan
URL: http://gna.org/bugs/?16411 Summary: Global warming nuclear winter may change a tile multiple times Project: Freeciv Submitted by: handuman Submitted on: Thursday 08/12/10 at 16:24 Category: general

[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset

2010-08-12 Thread HanduMan
Follow-up Comment #2, bug #16410 (project freeciv): Umm...I thought I was clear enough with my description... Custom ruleset has only one modification, just for reproducing this bug. buildings.ruleset (in ../data/myDefault folder): 14c14 description=Default buildings data for Freeciv ---