Follow-up Comment #2, bug #20877 (project freeciv):
The result is that playing a local single-player game with AI modules is
needlessly cumbersome, but I made the comment about being able to play too
soon anyway; the server crashes whenever I try to start a game. At first it
crashed after
URL:
http://gna.org/bugs/?20877
Summary: fcgui cannot handle --LoadAI
Project: Freeciv
Submitted by: mss_8734
Submitted on: Sun Jun 9 04:36:02 2013
Category: None
Severity: 3 - Normal
Follow-up Comment #2, patch #3933 (project freeciv):
Attachment 1 affects the following files:
common/fc_types.h
common/game.h
common/packets.def
server/citytools.c:unit_enter_city()
server/ruleset.c
I.e. the same ones as the original submission plus fc_types.h - I hope that
was the correct place
URL:
http://gna.org/bugs/?20863
Summary: The AI goes crazy over upkeep-free/nohome workers
Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon Jun 3 16:16:01 2013
Category: ai
Severity: 3 - Normal
URL:
http://gna.org/patch/?3933
Summary: Method of transferring unit upkeep from cities lost
to conquering enemies
Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon Jun 3 22:24:19 2013
Category: rulesets
Follow-up Comment #4, bug #20856 (project freeciv):
Quite so. I forgot to change to =...
(file #18041)
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Additional Item Attachment:
File name: aisettler_food_starvation.diff Size:0 KB
Follow-up Comment #1, bug #20848 (project freeciv):
These bounds appear to be determined client-side, in the code for creating the
sliders in client/gui-gtk-[23].0/cma_fe.c; in the gtk-2 version on lines 327 -
328:
pdialog-minimal_surplus[i] =
GTK_ADJUSTMENT(gtk_adjustment_new(-20,
Follow-up Comment #1, bug #20859 (project freeciv):
There ought to be two values for the event cache, one for number of turns and
one for maximum size, available in the server internal options (Game →
Options → Remote Server → Internal if you want to adjust them for a
running game). Are these
Follow-up Comment #2, patch #3923 (project freeciv):
The updated version handles 2, 1 or 0 units without any problems except a lua
script error in the lattermost case.
(file #18037)
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Additional Item Attachment:
File name:
Follow-up Comment #2, bug #20856 (project freeciv):
This basic one ought to work on all versions. I don't think it's worth the
trouble of doing more unless one can make the AI send workers out ahead to
work on land for future use in a reasonable manner.
(file #18038)
URL:
http://gna.org/patch/?3929
Summary: Updated documentation of civil_war_chance
Project: Freeciv
Submitted by: mss_8734
Submitted on: Thu May 30 13:05:44 2013
Category: docs
Priority: 5 - Normal
Follow-up Comment #1, patch #3926 (project freeciv):
Would it be a great deal of work to add something overriding existing
definitions? Something like
‘*override_with my_local_nation.ruleset’ which one can add after
including the default nation list.
URL:
http://gna.org/bugs/?20855
Summary: ai/default/aiunit.c:look_for_charge()
Project: Freeciv
Submitted by: mss_8734
Submitted on: Thu May 30 14:14:25 2013
Category: ai
Severity: 3 - Normal
URL:
http://gna.org/bugs/?20856
Summary: aisettler.c:food_starvation() seems to assume
hardcoded 2 food/citizen.
Project: Freeciv
Submitted by: mss_8734
Submitted on: Thu May 30 14:29:47 2013
Category: ai
Follow-up Comment #1, bug #20854 (project freeciv):
In addition to units being immobile with the classic ruleset, having other
values than 3/1 in the other ones crashes the game. I'm still working with
trunk revision 22904, but now with patch #3900. I applied attachment 1 on top
of that one and
URL:
http://gna.org/bugs/?20854
Summary: A very odd bug with single_move
Project: Freeciv
Submitted by: mss_8734
Submitted on: Tue May 28 22:11:47 2013
Category: None
Severity: 3 - Normal
URL:
http://gna.org/patch/?3922
Summary: The Adaptisland generator
Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 27 17:41:59 2013
Category: general
Priority: 5 - Normal
URL:
http://gna.org/patch/?3923
Summary: Allow multiple partisan unit types.
Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 27 21:31:03 2013
Category: rulesets
Priority: 5 - Normal
URL:
http://gna.org/bugs/?20847
Summary: server/generator/mapgen.c:is_tiny_island()
Project: Freeciv
Submitted by: mss_8734
Submitted on: Sun May 26 18:42:23 2013
Category: general
Severity: 3 - Normal
URL:
http://gna.org/bugs/?20824
Summary: Problems in server/generator/mapgen.c: part 1,
balance in make_island() and create_island().
Project: Freeciv
Submitted by: mss_8734
Submitted on: Fri May 17 16:31:18 2013
Follow-up Comment #1, bug #20824 (project freeciv):
Erm, did trying to use verbatim tags as recommended by
https://gna.org/cookbook/?func=detailitemitem_id=236 truncate my submission
or is it just my browser?
___
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Follow-up Comment #2, bug #20805 (project freeciv):
The most versatile would probably be having three different weights: one for
general frequency of a specific resource, one for a general resource frequency
in a specific terrain and one for the frequency of a specific resource in a
specific
Follow-up Comment #3, bug #20824 (project freeciv):
After some further tests I have determined that create_island() does create an
island of the requested size, so the problem must be in make_island(). Three
log entries from a function bypassing make_island():
: ADAPTISLAND: (2or3) required 1
URL:
http://gna.org/patch/?3906
Summary: Road movement cost granularity.
Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 12:56:03 2013
Category: general
Priority: 5 - Normal
Follow-up Comment #2, patch #3906 (project freeciv):
I agree completely, but fear I lack the skill to implement this properly.
Perhaps the movement cost for roads could be changed to a percentile as well,
instead of a fixed number of movement points. Maybe even a flag for roads to
toggle
URL:
http://gna.org/patch/?3907
Summary: Minor fallback check cleanup for map generator 3
Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 18:22:25 2013
Category: rulesets
Priority: 5 -
URL:
http://gna.org/patch/?3908
Summary: Map size rounding for tilesperplayer map size
selection.
Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 20:36:33 2013
Category: general
Priority:
Follow-up Comment #1, patch #2837 (project freeciv):
It appears the two attached diffs are identical and add an error.
Since I agree with the intent of the original poster, I'm attaching one that
will actually compile.
(file #13751)
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URL:
http://gna.org/patch/?2863
Summary: Default AI gold upkeep style calculations for 2.4
Project: Freeciv
Submitted by: someswede
Submitted on: Thu Aug 4 19:45:41 2011
Category: ai
Priority: 5 - Normal
Follow-up Comment #1, patch #2840 (project freeciv):
The attached diff does _not_ depend on the previously attached one and is
good up to at least r 20064.
In addition to the road- and farmland tweaks it takes care of
https://gna.org/bugs/?17767 (in fact, it should make tiles with resources
Follow-up Comment #1, patch #2841 (project freeciv):
The attached diff does _not_ depend on the previously attached one.
In addition to the road- and farmland tweaks it takes care of
https://gna.org/bugs/?17767 (in fact, it should make tiles with resources
prioritised), makes autosettlers less
Follow-up Comment #1, bug #17767 (project freeciv):
My latest attachments to https://gna.org/patch/?2840 (2.4) and
https://gna.org/patch/?2841 (2.3) should take care of this bug.
___
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http://gna.org/bugs/?17767
URL:
http://gna.org/bugs/?18439
Summary: Server freeze after 28 s of in sell_random_unit()
[cityturn.c::1795]: assertion 'gold_upkeep 0' failed.
Project: Freeciv
Submitted by: someswede
Submitted on: Mon Aug 1 19:45:57 2011
Follow-up Comment #1, bug #18439 (project freeciv):
The attached file might have prevented a repeat - then again, I had not seen
anything like that before either, despite the AI refusing to raise taxes even
when it has to sell units every turn.
(file #13723)
Follow-up Comment #2, bug #18439 (project freeciv):
And the very next turn I got this:
[22:41:47] in player_balance_treasury_units_and_buildings()
[cityturn.c::1879]: assertion 'FALSE' failed.
[22:41:47] Player Katuri (nb 6) cannot have negative gold!
[22:41:47] Please report this message at
Follow-up Comment #2, patch #2844 (project freeciv):
I use them in a few places in my modified AI.
___
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http://gna.org/patch/?2844
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URL:
http://gna.org/bugs/?18432
Summary: The server crashes without an error message if
anyone has a unit with move_rate = 0
Project: Freeciv
Submitted by: someswede
Submitted on: Thu Jul 28 20:42:09 2011
Category: None
URL:
http://gna.org/patch/?2844
Summary: Two boolean player_is_at_war functions for 2.4 r
20006.
Project: Freeciv
Submitted by: someswede
Submitted on: Fri Jul 29 00:37:14 2011
Category: None
Priority: 5
Follow-up Comment #1, bug #18404 (project freeciv):
At least in 2.3/2.4, to continue playing after a spaceship arrives, type set
endspaceship disabled in the console or uncheck it in the scientific tab of
the game settings.
You can set the game to last for 32767 turns at most by issuing set
Follow-up Comment #3, bug #18363 (project freeciv):
I'm curious, is that the theme you use for Gnome, for Freeciv or both? What
client (my guess would be gtk2)?
I seem to recall the gtk2 client for 2.2 having an option to explicitly use
Gnome's system settings, are you using it? In the 2.4
URL:
http://gna.org/patch/?2840
Summary: Autosettler tweak for 2.4 r 20006
Project: Freeciv
Submitted by: someswede
Submitted on: Wed Jul 27 15:42:15 2011
Category: ai
Priority: 5 - Normal
URL:
http://gna.org/patch/?2841
Summary: Autosettler tweak for 2.3.0-RC1
Project: Freeciv
Submitted by: someswede
Submitted on: Wed Jul 27 15:55:16 2011
Category: ai
Priority: 5 - Normal
URL:
http://gna.org/bugs/?18420
Summary: The Wiki entry for SVN does not mention 2.3
Project: Freeciv
Submitted by: someswede
Submitted on: Tue Jul 26 11:48:37 2011
Category: freeciv.org
Severity: 3 -
Follow-up Comment #1, bug #18340 (project freeciv):
The literacy rate in the demographics report is not literacy; it is the
average research efficiency for one's cities, which depends on the
output_bonus and output_bonus_2 effects, regardless of source. I don't think
one should get score for
Follow-up Comment #2, bug #18232 (project freeciv):
While you're at it, care to make it support different output_types?
___
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http://gna.org/bugs/?18232
___
Message
Follow-up Comment #2, bug #18333 (project freeciv):
I get this assertion failure within two turns upon every load (4 so far) of
the attached savefile.
(file #13534)
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Additional Item Attachment:
File name:
URL:
http://gna.org/bugs/?18328
Summary: Ruleset server settings are case-sensitive
Project: Freeciv
Submitted by: someswede
Submitted on: Mon Jul 11 16:46:39 2011
Category: rulesets
Severity: 3 - Normal
Follow-up Comment #1, bug #18328 (project freeciv):
something, DISABLED, FALSE
does not work either, instead one has to use
something, 0, FALSE
even if the server command is /set something disabled
I'm not sure if this should be considered a bug or just an annoying
inconsistency.
URL:
http://gna.org/bugs/?18331
Summary: Available themes are not listed alphabetically
Project: Freeciv
Submitted by: someswede
Submitted on: Mon Jul 11 18:11:57 2011
Category: client-gtk-2.0
Severity: 2
URL:
http://gna.org/bugs/?18333
Summary: assertion 'ai-phase_initilized' failed
Project: Freeciv
Submitted by: someswede
Submitted on: Mon Jul 11 21:09:29 2011
Category: None
Severity: 3 - Normal
Follow-up Comment #2, bug #17607 (project freeciv):
Is there any rational reason for this and would anything break if one changed
it? I can't see any reason why it would upset autosettlers, atleast.
Not being able to fortify on ocean tiles makes sense as long as the fortify
defence bonus is
Follow-up Comment #3, bug #17614 (project freeciv):
Syntron, I was tired and made mistakes with fog of war and thinking
init_vis_radius_sq in game.ruleset would affect city vision (it is defined
right after city radius, after all).
Flag as not a bug and close, please.
URL:
http://gna.org/bugs/?17614
Summary: Tiles within city radius sometimes change workable
status when some city changes size
Project: Freeciv
Submitted by: someswede
Submitted on: Sun Jan 30 17:59:36 2011
Category:
Follow-up Comment #1, bug #17614 (project freeciv):
Actually, this seems to be caused by the value for init_vis_radius_sq defined
in game.ruleset being ignored (fog of war is not drawn in the supplied
screenshots)...
; Square of initially visible radius (true distance).
init_vis_radius_sq =
Follow-up Comment #2, patch #2432 (project freeciv):
I have never heard of him being referenced to (as a ruler) as anything but
Birger Jarl, probably because he was never crowned King himself, have you?
___
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URL:
http://gna.org/bugs/?17603
Summary: Seg fault when loading savefiles past turn 1
Project: Freeciv
Submitted by: someswede
Submitted on: Sat Jan 29 22:26:06 2011
Category: None
Severity: 3 - Normal
URL:
http://gna.org/bugs/?17607
Summary: Units with settlers flag cannot fortify
Project: Freeciv
Submitted by: someswede
Submitted on: Sun Jan 30 01:25:18 2011
Category: None
Severity: 3 - Normal
URL:
http://gna.org/patch/?2431
Summary: Update and typo fix for doc/README.effects
Project: Freeciv
Submitted by: someswede
Submitted on: Fri Jan 28 14:47:10 2011
Category: None
Priority: 5 - Normal
URL:
http://gna.org/bugs/?17594
Summary: Wish: Fewer Pop-ups per Incompatible Ruleset
Datafile
Project: Freeciv
Submitted by: someswede
Submitted on: Fri Jan 28 15:41:48 2011
Category: client-gtk-2.0
URL:
http://gna.org/patch/?2432
Summary: Swedish Leader Update
Project: Freeciv
Submitted by: someswede
Submitted on: Fri Jan 28 16:59:35 2011
Category: None
Priority: 5 - Normal
Status:
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