[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-20 Thread Marko Lindqvist
Update of bug #24316 (project freeciv): Status:None => Duplicate Assigned to:None => cazfi Open/Closed:Open => Closed __

[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-17 Thread Michal Mazurek
Follow-up Comment #3, bug #24316 (project freeciv): No, we ask not to do that because that would mean the ai-controlled kingom would kill other kingdoms, which is not the point of a test game. Unattended usually just means a work queue in the cities and workers on auto - that's what I do. ___

[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-17 Thread Marko Lindqvist
Follow-up Comment #2, bug #24316 (project freeciv): > when players leave their kingdom unattended Is that in '/away' mode? I usually run autogame testing in full-AI mode. Something specific to away-mode could have gone unnoticed... ___ Rep

[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-16 Thread Michal Mazurek
Follow-up Comment #1, bug #24316 (project freeciv): I have seen this before, in a previous test game. I think it happens when players leave their kingdom unattended overnight and a couple of hundered turns pass. I don't have any more insights though. Sorry for the botched markup. ___

[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-16 Thread Michal Mazurek
URL: Summary: in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed. Project: Freeciv Submitted by: akfaew Submitted on: Sat 16 Jan 2016 09:16:36 AM UTC Category: gene