[Freeciv-Dev] [bug #15945] Impossible to investigate a city twice

2010-06-21 Thread pepeto

Follow-up Comment #2, bug #15945 (project freeciv):

Yes, I started to work on a solution, but nowadays, I don't remember exactly
what was my idea.

___

Reply to this item at:

  http://gna.org/bugs/?15945

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] Sound Isn't Working On The Mac

2010-06-21 Thread Marko Lindqvist
On 26 March 2010 19:55, David Lowe doctorjl...@verizon.net wrote:
        Greetings!  I have assumed package maintainership for the freeciv 
 package in the 'fink' build system for the Macintosh.  This is my first time 
 for something like this, and i'm naturally in over my head.

        I'm hoping this is the appropriate forum for my question, if not i'd 
 be glad of a suggestion for a better place.  I'm just about satisfied with my 
 build of freeciv 2.2.0 for OSX, with the exception that i don't get the sound 
 effects.  The only sound i hear from the game is the 'beep' at the beginning 
 of a new turn.  I don't think there's anything different about my build, as 
 Napoleon XIV's official build was similarly quiet.

        Details: i have libogg and SDL-mixer marked as dependencies, both the 
 runtime and shared library portions.  Is there an intermediary package 
 missing, or a configuration option?  My automated build system is setting 
 configuration like so:

 We don't even know if this is configuration time, build time or run
time problem, right? To check if configure time checks have gone ok,
search config.h for AUDIO_SDL define.


 - ML

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] Updates to freesound soundset

2010-06-21 Thread Gavin van Lelyveld

 Hi folks

The freeciv wiki currently links to an old version of my soundset. Could 
you link to the latest one? Here's a link to the forum post with the 
download:

http://forum.freeciv.org/viewtopic.php?p=24600#24600

Thanks
Gav
___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1710] settlers and workers can be veterans

2010-06-21 Thread George Koehler

Follow-up Comment #4, patch #1710 (project freeciv):

I am against file #9348 because it adds a hardcoded exception for NonMil
(F_CIVILIAN) units from the Veteran_Build effect.

The default ruleset allows communist governments to build veteran Diplomats
(or Spies):


[effect_communism_0]
name= Veteran_Build
value   = 1
reqs=
{ type,   name,  range
  Gov, Communism, Player
  UnitFlag, Diplomat, Local
}


But with file #9348, a communist city would never build a veteran Diplomat
(or Spy), because the unit is NonMil. So file #9348 ruins the default
ruleset.

I prefer file #9333. I have said that file #9333 _'would only affect unit
that have Settlers flag or Cities flag but lack NoVeteran flag. There
are no such units in the default ruleset, because Workers, Engineers and
Settlers have the NoVeteran flag.'_

File #9348 is not necessary, because a custom ruleset can separate Barracks
from NonMil units, like so:


[effect_barracks]
name= Veteran_Build
value   = 1
reqs=
{ type, name, range
  Building, Barracks, City
  UnitClass, Land, Local
}
nreqs   =
{ type, name, range
  UnitFlag, Diplomat, Local
  UnitFlag, NonMil, Local
}

[effect_barracks_1]
name= HP_Regen
value   = 100
reqs=
{ type, name, range
  Building, Barracks, City
  UnitClass, Land, Local
}
nreqs   =
{ type, name, range
  UnitFlag, NonMil, Local
}



___

Reply to this item at:

  http://gna.org/patch/?1710

___
  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] [patch #1710] settlers and workers can be veterans

2010-06-21 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #1710 (project freeciv):

you are right; we can use the requirement system!

updated patch: 

- remove hardcoded exceptions for these units in do_make_veteran()
- use requirement system: no veterans due to barracks for units with flag
NonMil or NoVeteran (settler, worker, engineer, diplomat, spy, caravan,
freight, explorer, leader, barbarian_leader)
- change default, experimental and civ2 rulesets

___

Reply to this item at:

  http://gna.org/patch/?1710

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1710] settlers and workers can be veterans

2010-06-21 Thread Matthias Pfafferodt

Follow-up Comment #6, patch #1710 (project freeciv):

another update:

- changes to the Veteran effect of airport, port facility, Lighthouse and Sun
Tzu's War Academy
- adapt help text for both wonders

(ups; the last comment missed the patch file)

(file #9355)
___

Additional Item Attachment:

File name:
20100621-04-trunk-settlers-and-workers-can-be-veterans-version2.patch Size:12
KB


___

Reply to this item at:

  http://gna.org/patch/?1710

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] [patch #1710] settlers and workers can be veterans

2010-06-21 Thread Matthias Pfafferodt
Am Saturday 19 June 2010 07:11:59 schrieb slawek:
 I mean Enginering Academy could been as this improvement/wonder.

Is such a building really needed or would it be build? At the moment 
settler/worker/engineers have to work to gain some experience ... this 
behavior is preserved by the current patch.


 Dnia 2010-06-19, sob o godzinie 06:59 +0200, slawek pisze:
  This behavior is ugly(quirk). In my opinion, there should been extra
  improvement/wonder to making this units veteran and promoting by battle
  should been disabled for this kind of units.
 
  Thank,
  Lach Sławomir.

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #16100] Crash in territory_claiming_base()

2010-06-21 Thread Jacob Nevins

Follow-up Comment #7, bug #16100 (project freeciv):

Assuming Ulrik's analysis is correct (and I see no reason to doubt it on the
current evidence), it looks like the ACTIVITY_PILLAGE/S_LAST/BASE_NONE
combination has somehow made it into the server's data structures, which
shouldn't now happen. I considered adding a sanity check for this but didn't
get round to it -- but it doesn't look like that would be enabled on a public
server anyway.

If you're adding logging to track this down, I think the assertion at
unittools.c:546 (assert(!(tgt == S_LAST  base == BASE_NONE)) in
total_activity_targeted()) would actually fail first.

 Also, I don't like how unit_activity_assign_target() in this 
 case assigns activity itself (name of the function no way 
 implies that, on the contrary name mentions that only certain 
 part (target) of the activity information is set). I recommend 
 leaving that to caller, once it receives failure return value 
 from unit_activity_assign_target(). Another possibility is to 
 rename function (but I have no good suggestions what the name 
 could be)

I'd prefer to keep the function as it is; the two callers need the same
things to happen to the members (as would any others, I think), so I don't
see value in leaving it up to the caller.

I see now that the function name is unfortunately confusing; target is the
best English word, but I apparently didn't think that it's also the name of
one of the data members. Perhaps unit_activity_assign_goal()?

___

Reply to this item at:

  http://gna.org/bugs/?16100

___
  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 #16178] go-to doesn't function properly for triremes (all sea units?)

2010-06-21 Thread kinetic

Follow-up Comment #3, bug #16178 (project freeciv):

Jan-Jelle Witte sent to the mailing list:

would like to help, but I don't know where to find the savegames.

and

I'm using standard isotrident tiles.

Most likely this bug is a duplicate of bug #15755, and the reporter is
probably trying to cross deep ocean. The workaround would be to use the
amplio or trident tilesets instead. If that solves your problem it is
confirmed.

___

Reply to this item at:

  http://gna.org/bugs/?16178

___
  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 #16187] Duff assertion in set_unit_activity_targeted()

2010-06-21 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16187

 Summary: Duff assertion in set_unit_activity_targeted()
 Project: Freeciv
Submitted by: jtn
Submitted on: Tuesday 06/22/10 at 00:19
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.2.1
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.2

___

Details:


  assert(new_target != ACTIVITY_FORTRESS
  new_target != ACTIVITY_AIRBASE);


Since new_target is of type enum tile_special_type, it's not appropriate to
compare to ACTIVITY_* from enum unit_activity.

By luck ACTIVITY_FORTRESS = 6 = S_OLD_FORTRESS, and ACTIVITY_AIRBASE = 14
which is not currently a valid special. So this assertion is merely slightly
ineffectual, rather than firing in valid circumstances.

Since this function is about targeted activity, I'll change it to
S_OLD_FORTRESS/AIRBASE, and add a new assertion to set_unit_activity() for
ACTIVITY_FORTRESS/AIRBASE.

The came onto trunk in r12807 (part of bases implementation).



___

File Attachments:


---
Date: Tuesday 06/22/10 at 00:19  Name: trunk-base-assertion.diff  Size: 941B 
 By: jtn
r17498: replace bogus assertion with two
http://gna.org/bugs/download.php?file_id=9357
---
Date: Tuesday 06/22/10 at 00:19  Name: S2_2-base-assertion.diff  Size: 899B  
By: jtn
r17498: replace bogus assertion with two
http://gna.org/bugs/download.php?file_id=9356

___

Reply to this item at:

  http://gna.org/bugs/?16187

___
  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 #16188] Cannot complete two different bases on the same tile simultaneously

2010-06-21 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16188

 Summary: Cannot complete two different bases on the same
tile simultaneously
 Project: Freeciv
Submitted by: jtn
Submitted on: Tuesday 06/22/10 at 00:50
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.2.1
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.2

___

Details:

For instance, set one worker building an airbase and another building a
fortress on the same tile in the same turn. On the turn when they are both
due to complete, only one of the bases will be built; the other worker will
go to idle with the loss of all progress towards its base.

This is caused by the unit_activity_done check in update_unit_activity(); it
treats all units doing ACTIVITY_BASE the same regardless of base type.



___

File Attachments:


---
Date: Tuesday 06/22/10 at 00:50  Name:
S2_2-trunk-simultaneous-base-completion.diff  Size: 835B   By: jtn
r17498 S2_2/trunk: fix simultaneous base completion; savegame demonstrating
problem
http://gna.org/bugs/download.php?file_id=9358
---
Date: Tuesday 06/22/10 at 00:50  Name: simultaneous-bases-2.sav.bz2  Size:
13kB   By: jtn
r17498 S2_2/trunk: fix simultaneous base completion; savegame demonstrating
problem
http://gna.org/bugs/download.php?file_id=9359

___

Reply to this item at:

  http://gna.org/bugs/?16188

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev