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

2011-01-27 Thread Matthias Pfafferodt
Follow-up Comment #14, bug #16855 (project freeciv): > This is problematic if tech loss is activated (or tech upkeep) > ... we need to track also build (and destroyed) small wonders! OK, this is fixed for trunk - see bugs #17333. Thus, the "Theory of Evolution" can be removed for trunk, or? It w

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

2011-01-27 Thread Matthias Pfafferodt
Follow-up Comment #13, bug #16855 (project freeciv): > This ruleset has a self-root_req'd tech called "Theory of > Evolution" which is only granted via lua script -- it's used to > track whether you've got your free techs from Darwin's Voyage > yet (since wonders are per-player). (This might be a

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

2011-01-24 Thread Matthias Pfafferodt
Follow-up Comment #10, bug #16855 (project freeciv): Awake again some comments: > At the time of my original submission I was experimenting with a > possibility to force tech-traders to aquire all requirements > before they can get the one they are after. Could a similar lua script as mentioned

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

2011-01-23 Thread Jacob Nevins
Follow-up Comment #9, bug #16855 (project freeciv): Raised as bug #17555, thanks. (Initially assigned to me but feel free to steal it.) ___ Reply to this item at: ___

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

2011-01-23 Thread Matthias Pfafferodt
Follow-up Comment #8, bug #16855 (project freeciv): I'm just back from a short trip with little sleep ... so here is my idea how to solve it: Could you add the following check to player_invention_reachable() (common/tech.c) if (root == tech) { /* This tech requires itself; it can only be reac

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

2011-01-21 Thread Jacob Nevins
Follow-up Comment #7, bug #16855 (project freeciv): After this change, if I start a game with the "multiplayer" ruleset and click the new "Show all" button, the Gtk client dies with a segfault. Looks like it gets stuck in an infinite recursion and smashes the stack -- the backtrace has tens of th

[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 roo

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

2011-01-21 Thread Matthias Pfafferodt
Update of bug #16855 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

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

2011-01-20 Thread Matthias Pfafferodt
Follow-up Comment #3, bug #16855 (project freeciv): small update (only one '!'): * start with only reachable techs shown (file #12025) ___ Additional Item Attachment: File name: 20110120-tech08-show-all-techs-or-only-reachable-techs.patc

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

2011-01-19 Thread Matthias Pfafferodt
Update of bug #16855 (project freeciv): Status:None => Ready For Test Assigned to:None => syntron Planned Release: 2.3.0 => 2.3.0, 2.4.0 Summary: