[Freeciv-Dev] [patch #1344] Unsure notify messages have colors
Update of patch #1344 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1344 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1345] Add voteinfo bar options
Update of patch #1345 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1345 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14580] Remove cancel_connection_votes() duplication
Update of bug #14580 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14580 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14578] Crash when reconnecting a game
Update of bug #14578 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14578 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14579] Crash when reconnecting a game
Update of bug #14579 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14579 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14581] Units are not displayed when reconnecting
Update of bug #14581 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14581 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1348] Add menus_init()
URL: http://gna.org/patch/?1348 Summary: Add menus_init() Project: Freeciv Submitted by: pepeto Submitted on: samedi 24.10.2009 à 11:56 Category: client Priority: 3 - Low Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: Like in warclient, menus_init() initializes the menus, e.g. sets the check button or builds the ruleset-dependent menus, and menus_update() doesn't remake them after. It usually save precious time. Patch for trunk/ only. ___ File Attachments: --- Date: samedi 24.10.2009 à 11:56 Name: trunk_menus_init.diff Size: 29 ko By: pepeto http://gna.org/patch/download.php?file_id=7086 ___ Reply to this item at: http://gna.org/patch/?1348 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14592] Crash entering market place
URL: http://gna.org/bugs/?14592 Summary: Crash entering market place Project: Freeciv Submitted by: pepeto Submitted on: samedi 24.10.2009 à 13:26 Category: general Severity: 4 - Important Priority: 7 - High Status: Ready For Test Assigned to: pepeto Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.0 ___ Details: city_tile(NULL) called. Fix attached. ___ File Attachments: --- Date: samedi 24.10.2009 à 13:26 Name: trunk_S2_2_enter_market_place.diff Size: 623 o By: pepeto http://gna.org/bugs/download.php?file_id=7087 ___ Reply to this item at: http://gna.org/bugs/?14592 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14584] Bribing city and CMA
Update of bug #14584 (project freeciv): Status:None = Confirmed Planned Release:None = 2.2.0 ___ Follow-up Comment #1: It also occurs when conquering a city. Take Bochum in the attached savegame to reproduce. (file #7088) ___ Additional Item Attachment: File name: test.sav.gzSize:78 KB ___ Reply to this item at: http://gna.org/bugs/?14584 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14594] game.info.killcitizen broken
URL: http://gna.org/bugs/?14594 Summary: game.info.killcitizen broken Project: Freeciv Submitted by: pepeto Submitted on: samedi 24.10.2009 à 14:44 Category: general Severity: 3 - Normal Priority: 5 - Normal Status: Ready For Test Assigned to: pepeto Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.0 ___ Details: It appears that in current trunk and S2_2, the land attacks doesn't reduce the size of the cities whereas sea attacks do that (with default killcitizen of 1). Also, the help text claims that heli move type exists and make a wrong maximum for the setting. The attach patch fixes all this. GAME_MAX_KILLCITIZEN is directly dependent of MOVETYPE_LAST. ___ File Attachments: --- Date: samedi 24.10.2009 à 14:44 Name: trunk_S2_2_killcitizen.diff Size: 2 ko By: pepeto http://gna.org/bugs/download.php?file_id=7089 ___ Reply to this item at: http://gna.org/bugs/?14594 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14595] Wakeup neighbor sentries is not logical
URL: http://gna.org/bugs/?14595 Summary: Wakeup neighbor sentries is not logical Project: Freeciv Submitted by: pepeto Submitted on: samedi 24.10.2009 à 15:24 Category: general Severity: 2 - Minor Priority: 3 - Low Status: Ready For Test Assigned to: pepeto Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.0 ___ Details: It doesn't work when: * A unit leaves a position near our sentry unit. * A unit enters first a foreigner city, whereas the occupy info is known. * A unit leaves last a foreigner city, whereas the occupy info is known. The attached patch fixes all those issues. ___ File Attachments: --- Date: samedi 24.10.2009 à 15:24 Name: trunk_S2_2_wakeup_neighbor_sentries.diff Size: 2 ko By: pepeto http://gna.org/bugs/download.php?file_id=7091 ___ Reply to this item at: http://gna.org/bugs/?14595 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14596] Occupy info is not updated in citybar
URL: http://gna.org/bugs/?14596 Summary: Occupy info is not updated in citybar Project: Freeciv Submitted by: pepeto Submitted on: samedi 24.10.2009 à 15:53 Category: client Severity: 3 - Normal Priority: 5 - Normal Status: Ready For Test Assigned to: pepeto Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.1.10 ___ Details: When you kill the last unit of a foreigner city, your city bar keeps the occupied flag until it's redrawn. Fix attached. ___ File Attachments: --- Date: samedi 24.10.2009 à 15:53 Name: trunk_S2_2_occupied_city.diff Size: 2 ko By: pepeto http://gna.org/bugs/download.php?file_id=7092 --- Date: samedi 24.10.2009 à 15:53 Name: S2_1_occupied_city.diff Size: 2 ko By: pepeto http://gna.org/bugs/download.php?file_id=7093 ___ Reply to this item at: http://gna.org/bugs/?14596 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14597] When trade routes are displayed, establish new ones doesn't update the map view correctly
URL: http://gna.org/bugs/?14597 Summary: When trade routes are displayed, establish new ones doesn't update the map view correctly Project: Freeciv Submitted by: pepeto Submitted on: samedi 24.10.2009 à 16:34 Category: client Severity: 2 - Minor Priority: 3 - Low Status: Ready For Test Assigned to: pepeto Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.0.11 ___ Details: $subject. Fix attached. ___ File Attachments: --- Date: samedi 24.10.2009 à 16:34 Name: trunk_S2_2_S2_1_establish_trade.diff Size: 1 ko By: pepeto http://gna.org/bugs/download.php?file_id=7094 ___ Reply to this item at: http://gna.org/bugs/?14597 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14598] Wish: Global ralley points
URL: http://gna.org/bugs/?14598 Summary: Wish: Global ralley points Project: Freeciv Submitted by: None Submitted on: Saturday 10/24/2009 at 23:39 CEST Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: goswin-...@web.de Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: None ___ Details: Hi, as a game progresses I repeadately find myself in the position that I need a number of units somewhere on the map. At that point I have to find idle units of that type, for each find the destination again and goto them there. Sometimes I have to wait for enough units to be build. And all that time I have to remember how many units I have already send, how many I need and what I need them for. Examples: - Gathering 8 Settlers to build a new size 8 city. - Gathering 5 Diplomats to bribe a city. - Gathering 20 Musketeers to take a city. - Gathering 17 Engineer to irrigate all city tiles. For this I propose to create global ralley points that the client can set anywhere on the map. This should work as follow: 1) The client then asks for the type of unit(s) and number of each to gather (and optionally a reminder message what it is gathering for). 2) Idle units matching the criteria are send on a goto to the ralley point including newly created ones until enough are on the way. In (1) the client could include a field to allow taking sentry and/or fortified units too. 3) When units arrive they are put into fortify/sentry or simply kept out of focus by the client. 4) Notice when units get lost along the way and react in some way. E.g. unit disbanded because a city couldn't pay upkeep - get a new one. Unit destroyed by enemy - notify user that the ralley point is dangerous. 5) Once all units have arrived the ralley point should send a (popup) message including the reminder and a link to the location and all units should be awakened. 6) The ralley point disapears. Idealy the ralley point should show the number of turns required to gather the units (if all are on the way). As graphic I suggest some form of flag, preferably including the players flag so ralley points between allies (shared vision) can be seen. MfG Goswin ___ Reply to this item at: http://gna.org/bugs/?14598 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14585] Wish: timeout progress bar
Follow-up Comment #1, bug #14585 (project freeciv): What I ment was not the timeout of a turn (which gets counted down) but the time the server needs between turns. I.e. the time from pressing turn-done till one can move again. In large games I have seen it take from 1 to 20 minutes. ___ Reply to this item at: http://gna.org/bugs/?14585 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #14585] Wish: timeout progress bar
interesting idea, and easily doable. In fact a nice little project for someone wanting to get their feet wet. Add a timing struct for each AI. Each turn for each AI, calculate the time it takes for various major actions (city management, unit management) and store that time. Use number of cities and units and time previous turn took as a predictor. Add all AI times together for interturn prediction. I imagine that the prediction would be pretty good. M What I ment was not the timeout of a turn (which gets counted down) but the time the server needs between turns. I.e. the time from pressing turn-done till one can move again. In large games I have seen it take from 1 to 20 minutes. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev