[Freeciv-Dev] [patch #6434] Include a scenario with a complex situation

2015-10-20 Thread J. M. Gorbach
Follow-up Comment #6, patch #6434 (project freeciv): > The scenario as it appears in the patch. Added separately to make it easier to have a quick look. It's very impressive. ___ Reply to this item at:

[Freeciv-Dev] [patch #6434] Include a scenario with a complex situation

2015-10-17 Thread J. M. Gorbach
Follow-up Comment #1, patch #6434 (project freeciv): Through Lua code? I.e. edit.create_city, edit.create_road.. ? ___ Reply to this item at: ___ Messaggio

[Freeciv-Dev] [patch #6434] Include a scenario with a complex situation

2015-10-17 Thread J. M. Gorbach
Follow-up Comment #2, patch #6434 (project freeciv): My old scenario with cities... Maybe it's useful. (file #25335) ___ Additional Item Attachment: File name: europev2.6.sav Size:448 KB

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-08-26 Thread J. M. Gorbach
Follow-up Comment #27, patch #5306 (project freeciv): Finish it completely ___ Reply to this item at: http://gna.org/patch/?5306 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-08-25 Thread J. M. Gorbach
Follow-up Comment #25, patch #5306 (project freeciv): I could update it for you. I could even finish it completely if you don't have the time to do so your self right now. Ok, thank you. ___ Reply to this item at:

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-31 Thread J. M. Gorbach
Follow-up Comment #20, patch #5306 (project freeciv): If (2) you can't expel the unit Ok... Enslave? Imprison? Murder? Hostage? Here (http://apolyton.net/wiki/Call_to_Power), there are interesting ideas (future?): * UNIT_ORDER_ENSLAVE_SETTLER * VOID DoFreeSlaves() Frees the slaves in city.

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-31 Thread J. M. Gorbach
Follow-up Comment #19, patch #5306 (project freeciv): As you probably have noticed I'm not as quick to respond as I was earlier this week. I think I will be able to take time for a new review tomorrow afternoon. Don't worry if you don't have a new iteration by then. I'll probably have time for a

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-29 Thread J. M. Gorbach
Follow-up Comment #17, patch #5306 (project freeciv): Why WIN_ in event the names? Suggestions: E_UNIT_WAS_EXPELLED E_UNIT_DID_EXPEL Done. Not sure what you mean here. If you want me to explain I need to know specifically what you want me to explain. Or did you ask me to finish do_expel_unit()

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-29 Thread J. M. Gorbach
Follow-up Comment #15, patch #5306 (project freeciv): As stated in patch #6057, I would drop it completely from 3.0 already - any code you do for it now would get wiped out before ever getting released. Perfect. J. M. Gorbach: Do you want to skip the Xaw stuff? Yes, I want to skip Xaw stuff

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-28 Thread J. M. Gorbach
Follow-up Comment #11, patch #5306 (project freeciv): The variable names in do_expel_unit are confusing. I suggest using the words actor (for the unit doing the expulsion) and expelled (or target) in the variable names to make it clear who is who. Done (actor and target). The even types

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-28 Thread J. M. Gorbach
Follow-up Comment #9, patch #5306 (project freeciv): + || wanted_action == ACTION_EXPEL_UNIT) Done. I think that sending it back to the same city the diplomat would have fled to (find_closest_city) is an acceptable alternative to sending it to the capital or to its home city. Capital? Done... I

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-27 Thread J. M. Gorbach
Follow-up Comment #7, patch #5306 (project freeciv): Why would anyone become a veteran from expelling a unit? This will be used to let players expel diplomats they can't kill because of a peace treaty. Don't assume a battle here. It's my mistake.

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-27 Thread J. M. Gorbach
Follow-up Comment #6, patch #5306 (project freeciv): Expelling a diplomat will send him home. My suggestion is to send him to his capital. (Capital of the expelled unit, not the capital of the unit doing the expulsion) This creates a corner case for players without a capital. You could add that

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-27 Thread J. M. Gorbach
Follow-up Comment #3, patch #5306 (project freeciv): --You shouldn't do anything in server/rscompat.c. It is for adding rules that used to be hard coded to rulesets during ruleset version upgrade. Expel is a new action. Right! --Your changes in aiair.c and aitools.c don't belong there. Expel

[Freeciv-Dev] [patch #5306] Add the new action Expel Unit

2015-07-26 Thread J. M. Gorbach
Follow-up Comment #1, patch #5306 (project freeciv): - Are you interested in giving Expel Unit a try? It's a new action. Yes, I'm interested. (file #24666) ___ Additional Item Attachment: File name: expel_units.patch Size:21

[Freeciv-Dev] [patch #6127] Lua improvements (methods and effects) + Resource

2015-07-17 Thread J. M. Gorbach
Follow-up Comment #1, patch #6127 (project freeciv): Methods: (5) Extra: rule_name and name_translation (6) Nation Set: untranslated_name, rule_name, name_translation and description (7) Nation Group: untranslated_name, rule_name and name_translation (file #24632)

[Freeciv-Dev] [patch #6127] Lua improvements (methods and effects) + Resource

2015-07-17 Thread J. M. Gorbach
Follow-up Comment #2, patch #6127 (project freeciv): Methods: (8) Road: rule_name and name_translation (9) Style: rule_name and name_translation (10) Specialist: rule_name, plural_translation and abbreviation_translation (file #24633)

[Freeciv-Dev] [patch #6127] Lua improvements (methods and effects) + Resource

2015-07-16 Thread J. M. Gorbach
Additional Item Attachment, patch #6127 (project freeciv): File name: lua.patch Size:19 KB ___ Reply to this item at: http://gna.org/patch/?6127 ___ Message sent

[Freeciv-Dev] [patch #6127] Lua improvements (methods and effects) + Resource

2015-07-16 Thread J. M. Gorbach
URL: http://gna.org/patch/?6127 Summary: Lua improvements (methods and effects) + Resource Project: Freeciv Submitted by: gorb Submitted on: Thu 16 Jul 2015 10:17:29 AM UTC Category: general Priority: 3 -

[Freeciv-Dev] [bug #22082] Lua disaster signal can't suppress message We survived the disaster without serious damages.

2014-12-28 Thread J. M. Gorbach
Follow-up Comment #5, bug #22082 (project freeciv): Trunk version: boolean passed to lua script, default.lua outputting the message when appropriate. Very interesting, I read your patch. I have a question... Why 2 and not 3 in your patch? luascript_signal_create(fcl, disaster, 2, and the

[Freeciv-Dev] [patch #5597] civ2civ3: achievements

2014-12-23 Thread J. M. Gorbach
Follow-up Comment #1, patch #5597 (project freeciv): Nice idea. I plan to add culture points and achievement to this ruleset, if you agree. So... Culture can be negative? I read something about Civ3 culture system, but I've never played Civ3. Maybe broke alliance, border friction or broke

[Freeciv-Dev] [patch #5587] Labels for earth scenarios

2014-12-21 Thread J. M. Gorbach
Follow-up Comment #3, patch #5587 (project freeciv): I wonder if there is a way to make that those labeled tiles have an effect on the game. It's a very interesting idea. This can create an exciting element that requires the player to adapt to the tactical situation! My first idea was to find a

[Freeciv-Dev] [bug #22082] Lua disaster signal can't suppress message We survived the disaster without serious damages.

2014-05-26 Thread J. M. Gorbach
Follow-up Comment #1, bug #22082 (project freeciv): Perhaps we can move the emission of the message to a default signal handler in default.lua instead, and make emitting the message ruleset Lua's responsibility? I agree. ___ Reply to

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

2014-02-25 Thread J. M. Gorbach
Follow-up Comment #4, patch #4011 (project freeciv): I checked another time... File: server/sanitycheck.c Function: static void check_map(const char *file, const char *function, int line) Specific: 193 SANITY_TILE(ptile, cont 0); and 195 if (!is_ocean_tile(tile1)) { 196

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

2014-02-25 Thread J. M. Gorbach
Follow-up Comment #5, patch #4011 (project freeciv): In my patch from 'tile_change_terrain' to 'tile_set_terrain'. Fix... but when I turn Grassland into Ocean (resource: Whales). in begin_turn() [srv_main.c::881]: assertion 'cont 0' failed. in begin_phase() [srv_main.c::972]: assertion 'cont

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

2014-02-25 Thread J. M. Gorbach
Follow-up Comment #7, patch #4011 (project freeciv): Are you recalculating the continents? Ehm... no, because I don't know where I have to look. I searched in the code *num_continents* and *last_num_continents*. Maybe I have to work in server/generator files (i.e. utilities.c) or in ai/default/

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

2014-01-04 Thread J. M. Gorbach
Follow-up Comment #3, patch #4011 (project freeciv): I checked another time... I added scripting lua (transform terrain -mountain- and place resource -gold-) in the scenario. If I turn ocean, deep ocean or lake in mountains, there are error messages. Same position, exactly on sanity_check(). If

[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] [patch #3361] Support web-links in helptexts

2013-07-18 Thread J. M. Gorbach
Follow-up Comment #5, patch #3361 (project freeciv): I've found: https://developer.gnome.org/pango/unstable/index.html and https://developer.gnome.org/pango/unstable/PangoMarkupFormat.html ___ Reply to this item at:

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

2013-07-17 Thread J. M. Gorbach
URL: http://gna.org/patch/?4011 Summary: Lua: edit.change_terrain and edit.place_resource Project: Freeciv Submitted by: gorb Submitted on: Wed 17 Jul 2013 10:46:27 AM GMT Category: general Priority: 5 -

[Freeciv-Dev] [patch #3332] Negated requirements_vector

2013-04-25 Thread J. M. Gorbach
Follow-up Comment #5, patch #3332 (project freeciv): I agree with bug #20695 and I ask to close this patch, because it's pointless. ___ Reply to this item at: http://gna.org/patch/?3332 ___

[Freeciv-Dev] [patch #3879] Remove negated reqs{} field in favor of something semantically nicer

2013-04-23 Thread J. M. Gorbach
Follow-up Comment #1, patch #3879 (project freeciv): or by changing the word used to be something positive. I agree. Note that the introduction of nreqs uses an entirely different mechanism than that suggested in patch #3332 The mechanism was wrong and my original idea was confuse. My purpose was

[Freeciv-Dev] [bug #20086] in astr_vadd() [astring.c::164]: assertion '(size_t) -1 != new_len' failed.

2013-02-17 Thread J. M. Gorbach
Follow-up Comment #3, bug #20086 (project freeciv): Does this patch also solve your problem? Yes, problem solve. Thanks! ___ Reply to this item at: http://gna.org/bugs/?20086 ___ Messaggio

[Freeciv-Dev] [patch #3625] Unit nationality

2013-01-28 Thread J. M. Gorbach
Follow-up Comment #1, patch #3625 (project freeciv): Great! :-) ___ Reply to this item at: http://gna.org/patch/?3625 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [patch #3480] Tech helptext popup when tech researched

2013-01-18 Thread J. M. Gorbach
Follow-up Comment #1, patch #3480 (project freeciv): Should we provide this feature in client code (with option to disable those popups) for all rulesets? Yes :) ___ Reply to this item at: http://gna.org/patch/?3480

[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-21 Thread J. M. Gorbach
Follow-up Comment #15, patch #3495 (project freeciv): This last point is actually why I think this must be implemented in ruleset C-code. Server must be aware of the fact that city will be founded to starting location before it assigns those locations. I agree.

[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-20 Thread J. M. Gorbach
Follow-up Comment #13, patch #3495 (project freeciv): Should it be inserted into tolua_game.pkg? Yes, it should be inserted into tolua_game.pkg and api_game_find.c ___ Reply to this item at: http://gna.org/patch/?3495

[Freeciv-Dev] [bug #20086] in astr_vadd() [astring.c::164]: assertion '(size_t) -1 != new_len' failed.

2012-08-20 Thread J. M. Gorbach
URL: http://gna.org/bugs/?20086 Summary: in astr_vadd() [astring.c::164]: assertion '(size_t) -1 != new_len' failed. Project: Freeciv Submitted by: gorb Submitted on: lun 20 ago 2012 13:47:20 GMT Category: general

[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread J. M. Gorbach
Follow-up Comment #7, patch #3495 (project freeciv): According to http://freeciv.wikia.com/wiki/Lua_reference_manual#find this would be (if it is working) the missing function: Player find.leader (nation_name) It's not working. Original (working) local owner = find.player(0) Test (not working)

[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread J. M. Gorbach
Follow-up Comment #9, patch #3495 (project freeciv): Sorry about the confusion; I mean the function in comment #5 would be the currently missing function find.leader(nation_name) implemented in lua. The function find.player(player_name) could be implemented similar. I can't test it at the moment

[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread J. M. Gorbach
Follow-up Comment #11, patch #3495 (project freeciv): The function should be inserted on its own (separate function). After that you could change your function as follows. Congratulations! Working! You missed only: [...] if (nation_str == plr_nation_str) *then* return player end [...] without

[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-15 Thread J. M. Gorbach
Follow-up Comment #3, patch #3495 (project freeciv): From server/scripting/api_server_edit.c: void api_edit_create_city(lua_State *L, Player *pplayer, Tile *ptile, const char *name) Is it possible add ''Nation_Type *pnation'' at the API? If it's not possible maybe

[Freeciv-Dev] [bug #20058] Invalid string conversion from UTF-8 to CP1252 with Turkish leader name

2012-08-13 Thread J. M. Gorbach
Follow-up Comment #1, bug #20058 (project freeciv): Invalid string conversion from UTF-8 to CP1252. Today same problem with 2.4.0-beta1 Gtk Windows package: Kriðjānis Valdemārs (Latvian), Džemal Bijedić (Bosnia) and Dragoş (Moldavian).

[Freeciv-Dev] [bug #20058] Invalid string conversion from UTF-8 to CP1252 with Turkish leader name

2012-08-13 Thread J. M. Gorbach
Additional Item Attachment, bug #20058 (project freeciv): File name: leaders.pngSize:12 KB ___ Reply to this item at: http://gna.org/bugs/?20058 ___ Message sent via/by

[Freeciv-Dev] [bug #20058] Invalid string conversion from UTF-8 to CP1252 with Turkish leader name

2012-08-13 Thread J. M. Gorbach
Follow-up Comment #3, bug #20058 (project freeciv): gorb, did/do you see a similar problem with previous Windows versions? No, I didn't/don't. ___ Reply to this item at: http://gna.org/bugs/?20058

[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-10 Thread J. M. Gorbach
Follow-up Comment #2, patch #3495 (project freeciv): I used to insert in script.lua a function. Or in a scenario files between: [script] code=$ $ but it's not simply for novice. I have a scenario (Europe 350*350 - S_3) where I generate 617 cities at the start. The problem are nations! If I use

[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-09 Thread J. M. Gorbach
Follow-up Comment #1, patch #3495 (project freeciv): I used to insert in script.lua a function. function city_nation_swedish() local owner = find.player(0) local Stockholm = find.tile(208,93) create_city(owner, Stockholm, 'Stockholm') end function turn_cb(turn, year) if

[Freeciv-Dev] [patch #3409] Update British Isles scenario format

2012-07-21 Thread J. M. Gorbach
Follow-up Comment #2, patch #3409 (project freeciv): Eiher we should update to S2_4 format, or wait stable S2_5 format. I don't know. Maybe there are other patch for S2_5. ___ Reply to this item at: http://gna.org/patch/?3409

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-11 Thread J. M. Gorbach
Follow-up Comment #17, patch #3377 (project freeciv): - Huts were not added to generated map - Set only those server settings that should have non-default value - Removed specials from savegame.options as there's no map included at all - Restored one changed string I applied the patch and

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-10 Thread J. M. Gorbach
Follow-up Comment #13, patch #3377 (project freeciv): Savegame format does't run for scenario files (ie. earth 160x90, etc.). Neither mapsize, FULLSIZE, FULLSIZE ? size, x measure, y measure ? nor +topology, ISO|WRAPX, ISO|WRAPX ? +mapsize, XYSIZE, XYSIZE ? +xsize, x measure, x measure ?

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-10 Thread J. M. Gorbach
Follow-up Comment #15, patch #3377 (project freeciv): That scenario has map already, server settings for generating one should not matter. Ok. Save and load tutorial.sav without errors. ___ Reply to this item at:

[Freeciv-Dev] [bug #19919] When playing scenario, normal save creates scenario

2012-07-10 Thread J. M. Gorbach
Follow-up Comment #2, bug #19919 (project freeciv): Tested my theories. Fix attached. Applied patch and bug seems fixed. ___ Reply to this item at: http://gna.org/bugs/?19919 ___ Messaggio

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #1, patch #3377 (project freeciv): Any volunteers? I applied the patch, but... tutorial.sav don't start in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH = MAP_MIN_LINEAR_SIZE' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ in map_init_topology()

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #4, patch #3377 (project freeciv): Which branch you used? It should be compatible with current freeciv TRUNK. I use rev. 21469 ___ Reply to this item at: http://gna.org/patch/?3377

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #5, patch #3377 (project freeciv): I tried with british-isles-85x80-v2.80.sav (edit by hand) and start without problem. I made a mistake... British map doesn't start. Measure isn't 85x80, but 73x81. I applied the patch, but... tutorial.sav doesn't start. I added a minimap at the

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #8, patch #3377 (project freeciv): Applied patch: +mapsize, FULLSIZE, FULLSIZE +size, 1, 1 I don't know, maybe it's my pc, but the same output. Now I use rev. 21471, last change jtn (2012-07-08 11:26:08 +0200). in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #10, patch #3377 (project freeciv): More importantly, below minimum xsize and ysize settings were removed. Exactly! Anyway new format is very interesting, great job! ___ Reply to this item at:

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #11, patch #3377 (project freeciv): See bug #18476: allow to load games without a map (i.e. tutorial)? ___ Reply to this item at: http://gna.org/patch/?3377 ___ Message

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #12, patch #3377 (project freeciv): Now I use rev. 21480 and tutorial.sav start without errors :) ___ Reply to this item at: http://gna.org/patch/?3377 ___ Messaggio

[Freeciv-Dev] [patch #3361] Support web-links in helptexts

2012-07-06 Thread J. M. Gorbach
Follow-up Comment #3, patch #3361 (project freeciv): Maybe this library is useful: http://sourceforge.net/projects/bbcodelib/ ___ Reply to this item at: http://gna.org/patch/?3361 ___

[Freeciv-Dev] [patch #3332] Negated requirements_vector

2012-06-18 Thread J. M. Gorbach
URL: http://gna.org/patch/?3332 Summary: Negated requirements_vector Project: Freeciv Submitted by: gorb Submitted on: Mon 18 Jun 2012 06:41:10 PM GMT Category: rulesets Priority: 3 - Low

[Freeciv-Dev] [patch #3332] Negated requirements_vector

2012-06-18 Thread J. M. Gorbach
Follow-up Comment #2, patch #3332 (project freeciv): Could you provide examples why you want the nreqs for each object type? Yes, I can, but only one object type: building, see patch #1341. Base, cities, government, road, nation and specialist are useless. I waste my time, but see gmake

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-17 Thread J. M. Gorbach
Follow-up Comment #2, patch #3325 (project freeciv): You remember me, but I've spent months with #1339. Gmake result in SVN (rev. 21329) with your ruleset.c ruleset.c: In function 'load_government_names': ruleset.c:2488:24: error: 'MAX_NUM_USER_GOV_FLAGS' undeclared (first use in this function)

[Freeciv-Dev] [patch #1339] Unit type requirements

2012-05-14 Thread J. M. Gorbach
Follow-up Comment #12, patch #1339 (project freeciv): Updated patch trunk rev.21272 Same gmake result... (file #15739) ___ Additional Item Attachment: File name: trunk-rev21272_requirement_vector.diff Size:6 KB

[Freeciv-Dev] [patch #2310] AI traits patch

2012-04-05 Thread J. M. Gorbach
Follow-up Comment #5, patch #2310 (project freeciv): I've got some ideas about the new ai handling architecture where traits could be implemented. Have you defined your ideas about the new ai handling (AI traits)? ___ Reply to this item

[Freeciv-Dev] [bug #19452] Crash after build Apollo Program

2012-04-05 Thread J. M. Gorbach
Follow-up Comment #3, bug #19452 (project freeciv): This feels like it could be related to bug #18532 (which has more diagnosis). See also bug #18279 and bug #15999. ___ Reply to this item at: http://gna.org/bugs/?19452

[Freeciv-Dev] [patch #1339] Unit type requirements

2012-04-03 Thread J. M. Gorbach
Follow-up Comment #11, patch #1339 (project freeciv): Updated patch trunk rev.21114 The patch is different. I don't delete nothing, but I only add new functions: server/ruleset.c, common/unittype.c, common/unittype.h, common/packets.def and client/packhand.c. gmake result: city.c: In function

[Freeciv-Dev] [patch #3143] Requirement lists for Disasters to happen

2012-02-19 Thread J. M. Gorbach
Follow-up Comment #1, patch #3143 (project freeciv): Good work! I read DisasterReqs.diff and it's very useful for patch #1342 :) ___ Reply to this item at: http://gna.org/patch/?3143 ___

[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-16 Thread J. M. Gorbach
Follow-up Comment #4, patch #3130 (project freeciv): Do you plan to add requirement_vector? ___ Reply to this item at: http://gna.org/patch/?3130 ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #19452] Crash after build Apollo Program

2012-02-16 Thread J. M. Gorbach
Follow-up Comment #1, bug #19452 (project freeciv): File: stderr 1: Missing errno mapping for Winsock error #10053. 1: Please report this message at https://gna.org/projects/freeciv/ 1: Lost connection to server: read error. ___ Reply

[Freeciv-Dev] [bug #19452] Crash after build Apollo Program

2012-02-15 Thread J. M. Gorbach
URL: http://gna.org/bugs/?19452 Summary: Crash after build Apollo Program Project: Freeciv Submitted by: gorb Submitted on: Wed 15 Feb 2012 11:06:23 AM GMT Category: client-gtk-2.0 Severity: 3 - Normal

[Freeciv-Dev] [patch #1339] Unit type requirements

2012-02-02 Thread J. M. Gorbach
Follow-up Comment #10, patch #1339 (project freeciv): Update new file diff. I'm at a standstill. (file #14973) ___ Additional Item Attachment: File name: trunk_requirement_vector-02-2012.zip Size:27 KB

[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-10 Thread J. M. Gorbach
Follow-up Comment #9, patch #1339 (project freeciv): Fixes common/unittype.h struct requirement_vector reqs; with struct requirement_vector *reqs; Now remove and rewrite need_improvement, need_government and require_advance.

[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-09 Thread J. M. Gorbach
Follow-up Comment #8, patch #1339 (project freeciv): Fixed client/gui-gtk-2.0/helpdlg.c Error in compilation: make[3]: Entering directory `/home/gorb/freeciv/common' Making all in aicore make[4]: Entering directory `/home/gorb/freeciv/common/aicore' CC aisupport.lo In file included from

[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-07 Thread J. M. Gorbach
Follow-up Comment #4, patch #1339 (project freeciv): 1. replace in the source code files in data.zip 2. replace in the source code files in code.zip 3. apply file #14713: patch.diff Try to compile and the result: libtool: link: ranlib .libs/libcivutility.a libtool: link: ( cd .libs rm -f

[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-07 Thread J. M. Gorbach
Follow-up Comment #5, patch #1339 (project freeciv): I read in ./generate_packets.py: / * THIS FILE WAS GENERATED * * Script: common/generate_packets.py

[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-07 Thread J. M. Gorbach
Follow-up Comment #6, patch #1339 (project freeciv): I found the problem. common/packets.def lost two strings: type UNIT_LIST = unit_list(int) type BUILDING_LIST = building_list(int) Now I update new Code.zip (file #14772)

[Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-07 Thread J. M. Gorbach
Follow-up Comment #7, patch #1339 (project freeciv): Error with new code.zip. Packtes.def contains many errors. Update new version. (file #14773) ___ Additional Item Attachment: File name: packets.defSize:48 KB

[Freeciv-Dev] [patch #1339] Unit type requirements

2011-12-14 Thread J. M. Gorbach
Follow-up Comment #3, patch #1339 (project freeciv): Both patch are for TRUNK. Now I look for these files: * ai/default/advmilitary.c * ai/default/aitech.c * ai/default/aidiplomat.c * ai/default/aiparatrooper.c * ai/default/aisettler.c * ai/default/aiunit.c * client/helpdata.c *

[Freeciv-Dev] [patch #1339] Unit type requirements

2011-12-13 Thread J. M. Gorbach
Follow-up Comment #1, patch #1339 (project freeciv): Premise: I'am not a programmer. That being stated... Patch untested, probably bugged. The size is 677 kb because I'am on Windows and I used WinMerge - awful software -. Data.zip = cointains all units.ruleset tech_req = Pottery

[Freeciv-Dev] [patch #1339] Unit type requirements

2011-12-13 Thread J. M. Gorbach
Follow-up Comment #2, patch #1339 (project freeciv): Update - new patch (untested, maybe bugged and maybe instable) Remove ''require_advance'' from: * client/gui-gtk-2.0/helpdlg.c * client/gui-gtk-3.0/helpdlg.c * client/gui-sdl/helpdlg.c * client/gui-sdl/repodlgs.c * client/gui-win32/helpdlg.c

[Freeciv-Dev] [bug #17760] Zoom

2011-12-09 Thread J. M. Gorbach
Follow-up Comment #4, bug #17760 (project freeciv): I found GEOC, GEOCANVAS and CRCANVAS. Retained mode 2D drawing libraries for geographic or general purpose rendering. http://geocanvas.sourceforge.net/ Only problem (maybe) are Python wrappers, but I don't know if these are necessaries. I

[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-02 Thread J. M. Gorbach
Follow-up Comment #5, bug #18756 (project freeciv): Merging units? I.e. Regiment or Brigade composed of 5 units with a color or symbol? ___ Reply to this item at: http://gna.org/bugs/?18756

[Freeciv-Dev] [bug #18761] Is_earth is a flat_earth

2011-09-30 Thread J. M. Gorbach
URL: http://gna.org/bugs/?18761 Summary: Is_earth is a flat_earth Project: Freeciv Submitted by: gorb Submitted on: ven 30 set 2011 09:40:02 GMT Category: None Severity: 2 - Minor

[Freeciv-Dev] [bug #18761] Is_earth is a flat_earth

2011-09-30 Thread J. M. Gorbach
Follow-up Comment #1, bug #18761 (project freeciv): I.E. earth-160x90-v2.sav Here the parameter: is_earth=1 Nothing black border right and left. ___ Reply to this item at: http://gna.org/bugs/?18761

[Freeciv-Dev] [bug #18761] Is_earth is a flat_earth

2011-09-30 Thread J. M. Gorbach
Follow-up Comment #3, bug #18761 (project freeciv): Could you try the setting topology? (see help via 'help topology'). I think you should set it to WRAPX ... Yes, run! I deleted ''topology_id=0''. ___ Reply to this item at:

[Freeciv-Dev] [patch #2911] Improvements to tutorial scenario

2011-08-14 Thread J. M. Gorbach
Follow-up Comment #1, patch #2911 (project freeciv): A suggestion: convoy section. For each one you will see the port of origin (city), port of destination (city or point of map), boat type and the number of units. It's complicated. I hope that you will find this useful.

[Freeciv-Dev] [patch #2265] [metaticket] citizens

2011-08-14 Thread J. M. Gorbach
Follow-up Comment #9, patch #2265 (project freeciv): About 'underground independence': what should be the death of a player? if there is no city and the last unit of a player is killed? Or if there is no citizen left? Or should all citizens convert to the owner of the city if the last unit is

[Freeciv-Dev] [patch #2903] [Metaticket] xml-files instead of self-made section-file format

2011-08-13 Thread J. M. Gorbach
Follow-up Comment #1, patch #2903 (project freeciv): Which freeciv-specific section file format? Scenarios? Rulesets? Maybe Wesnoth system (files .cfg for scenarios, units, etc.)? I don't know xml/xslt, but I am interested (especially scenarios).

[Freeciv-Dev] [patch #2265] [metaticket] citizens

2011-08-12 Thread J. M. Gorbach
Follow-up Comment #7, patch #2265 (project freeciv): -One question is, if it should be a 'real' ruleset option as it is now or an effect. I prefer an effect. -The later would allow to change the result Buildings (ex. Courthouse and University) and wonders (ex. French Revolution? 1848?). -Which

[Freeciv-Dev] [patch #1338] [Metaticket] Generalize requirements

2011-08-12 Thread J. M. Gorbach
Follow-up Comment #1, patch #1338 (project freeciv): A wish/suggestion... Nation in [Metaticket] Generalize requirements. Example: http://forum.freeciv.org/viewtopic.php?t=6750 ___ Reply to this item at: http://gna.org/patch/?1338

[Freeciv-Dev] [patch #2709] Japanese clans nations

2011-06-14 Thread J. M. Gorbach
Follow-up Comment #2, patch #2709 (project freeciv): The flags should be in svg, and shields will be generated using the svg image. Ok! Maybe it's a better idea to turn this into a mod? Yes, it's a better idea. Thanks for reply. ___

[Freeciv-Dev] [patch #2709] Japanese clans nations

2011-06-12 Thread J. M. Gorbach
URL: http://gna.org/patch/?2709 Summary: Japanese clans nations Project: Freeciv Submitted by: gorb Submitted on: Sun 12 Jun 2011 12:50:15 PM GMT Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach
Follow-up Comment #3, bug #18085 (project freeciv): Maybe enable construction bridge over the lake terrain is solution, but only one tile over the lake. Nothing two tiles or crosswise / diagonally. Example: ''p+p'' = plain - lake - plain ''rbr'' = road - bridge - road Enable = north/south -

[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach
Follow-up Comment #5, bug #18085 (project freeciv): But shouldn't you be doing it in freeciv map editor anyway? What should I do in freeciv map editor anyway? Place and remove rivers? ___ Reply to this item at:

[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach
Follow-up Comment #7, bug #18085 (project freeciv): River information is topmost bit in spe01_ maps. So, any tile with value higher than or equal to 8 has river in it (possible hex values being 0,1,2,3,4,5,6,7,8,9,a,b,c,d,e,f). If value is less than 8, just add 8 to get same specials as

[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach
Follow-up Comment #9, bug #18085 (project freeciv): Thanks for reply. Are you limiting yourself to creating maps usable with default ruleset, or are you prepared to create custom rulesets to support them? Default and custom rulesets.

[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-29 Thread J. M. Gorbach
URL: http://gna.org/bugs/?18085 Summary: River and Map Format Project: Freeciv Submitted by: gorb Submitted on: ven 29 apr 2011 21:25:43 GMT Category: None Severity: 1 - Wish Priority: 5 -

[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-29 Thread J. M. Gorbach
Follow-up Comment #2, bug #18085 (project freeciv): I read in Map Format: ''spe_XX_ list of all specials located on the map''. Specials are buffalo, coal, fish, etc. I know how to insert river in file.sav: I write 2 in n000. ___

[Freeciv-Dev] [bug #17962] Inability to generate huge maps

2011-04-06 Thread J. M. Gorbach
Follow-up Comment #7, bug #17962 (project freeciv): The same problem with 2.3.0-beta4 on a Windows Vista. ___ Reply to this item at: http://gna.org/bugs/?17962 ___ Messaggio inviato con/da

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