[Freeciv-Dev] [patch #1344] Unsure notify messages have colors

2009-10-24 Thread pepeto

Update of patch #1344 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #1345] Add voteinfo bar options

2009-10-24 Thread pepeto

Update of patch #1345 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14580] Remove cancel_connection_votes() duplication

2009-10-24 Thread pepeto

Update of bug #14580 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14578] Crash when reconnecting a game

2009-10-24 Thread pepeto

Update of bug #14578 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14579] Crash when reconnecting a game

2009-10-24 Thread pepeto

Update of bug #14579 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14581] Units are not displayed when reconnecting

2009-10-24 Thread pepeto

Update of bug #14581 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #1348] Add menus_init()

2009-10-24 Thread pepeto

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.




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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

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[Freeciv-Dev] [bug #14592] Crash entering market place

2009-10-24 Thread pepeto

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

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Details:

city_tile(NULL) called.  Fix attached.




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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

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[Freeciv-Dev] [bug #14584] Bribing city and CMA

2009-10-24 Thread pepeto

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)
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Additional Item Attachment:

File name: test.sav.gzSize:78 KB


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[Freeciv-Dev] [bug #14594] game.info.killcitizen broken

2009-10-24 Thread pepeto

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

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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.




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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

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[Freeciv-Dev] [bug #14595] Wakeup neighbor sentries is not logical

2009-10-24 Thread pepeto

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.




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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

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[Freeciv-Dev] [bug #14596] Occupy info is not updated in citybar

2009-10-24 Thread pepeto

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

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[Freeciv-Dev] [bug #14597] When trade routes are displayed, establish new ones doesn't update the map view correctly

2009-10-24 Thread pepeto

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.




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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

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[Freeciv-Dev] [bug #14598] Wish: Global ralley points

2009-10-24 Thread anonymous

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





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[Freeciv-Dev] [bug #14585] Wish: timeout progress bar

2009-10-24 Thread anonymous

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.



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Re: [Freeciv-Dev] [bug #14585] Wish: timeout progress bar

2009-10-24 Thread Michael Kaufman
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.
 

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