[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Henkutsu
URL: http://gna.org/bugs/?19815 Summary: ai won't utilize transports for settling with only 1 space. Project: Freeciv Submitted by: henkutsu_tama Submitted on: Sat 16 Jun 2012 06:13:12 AM GMT Category: ai

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #1, bug #19815 (project freeciv): Second slot is meant for settler's bodyguard. ___ Reply to this item at: http://gna.org/bugs/?19815 ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #19740] City trading between allies when city trading is disabled

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #1, bug #19740 (project freeciv): AFAIK cities already have all the information that this change will required. (For example partisans know the original owner.) There's information about original owner of the city, but that would not be enough in case city has had multiple

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Jacob Nevins
Follow-up Comment #2, bug #19815 (project freeciv): Presumably the AI could learn to use two boats and keep them together, though, in order to transport the settler and bodyguard together. (He says, knowing next to nothing about the AI internals.)

[Freeciv-Dev] Any way to check for a terrain resource within the limits of a city?

2012-06-16 Thread animecentral
I am writing a new ruleset and wanted to add, for example, a city improvement called gold mine which can only be built if Hills (Gold) or Mountains (Gold) is within the city limits. Is this possible? ___ Freeciv-dev mailing list Freeciv-dev@gna.org

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Jacob Nevins
URL: http://gna.org/patch/?3322 Summary: Resource requirements Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 16 12:53:46 2012 Category: None Priority: 5 - Normal Status: None

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Henkutsu
Follow-up Comment #1, patch #3322 (project freeciv): Thanks. It would really expand the possibilities of what can be done. One of the reasons I wanted to do this was so that I could lower the output of some specials unless an appropriate facility is built in the city (which may have a tech

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Henkutsu
Follow-up Comment #3, bug #19815 (project freeciv): The problem is that the ai doesn't build bodyguards at the beginning. Not until it meets an enemy or reaches a certain size and stops spamming settlers. As a result, an ai on a small island with only small ships available will spam settlers

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Henkutsu
Follow-up Comment #4, bug #19815 (project freeciv): Actually, thinking about it, a better solution would be to simply document in the units.rulesets that for the ai to use a craft for settling, it should have a capacity of at least 2. That way there is no need to muck around with the ai.

[Freeciv-Dev] [patch #3323] Allow requirement range within city workable radius for tile-based requirements?

2012-06-16 Thread Jacob Nevins
URL: http://gna.org/patch/?3323 Summary: Allow requirement range within city workable radius for tile-based requirements? Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 16 14:02:30 2012 Category: None

Re: [Freeciv-Dev] Any way to check for a terrain resource within the limits of a city?

2012-06-16 Thread Jacob Nevins
animecent...@gmail.com writes: I am writing a new ruleset and wanted to add, for example, a city improvement called gold mine which can only be built if Hills (Gold) or Mountains (Gold) is within the city limits. Is this possible? Sadly, it appears not! Firstly, you can't require a resource.

[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-06-16 Thread Jacob Nevins
Follow-up Comment #4, patch #3321 (project freeciv): So far the (partly implemented) plan has been to make default AI configure option. At least when new ai type is part of freeciv tree, you are reconfiguring to build it anyway. Hm, true. That would probably suffice for AI developers. Is it

[Freeciv-Dev] [patch #3323] Allow requirement range within city workable radius for tile-based requirements?

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #1, patch #3323 (project freeciv): When CityTile requirement was added, only affects on city center were required so extensions to that were left to future. It currently supports only Center tiles, but idea was that also Worked, and Range could be later added (I've never had

[Freeciv-Dev] [bug #19816] SDL-client city overview has tiny city map

2012-06-16 Thread anonymous
URL: http://gna.org/bugs/?19816 Summary: SDL-client city overview has tiny city map Project: Freeciv Submitted by: None Submitted on: Sat Jun 16 17:00:48 2012 Category: client-sdl Severity: 3 - Normal

[Freeciv-Dev] [bug #19816] SDL-client city overview has tiny city map

2012-06-16 Thread Jacob Nevins
Update of bug #19816 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Follow-up Comment #1: I'm afraid it's a

[Freeciv-Dev] [bug #15804] fix city map (variable city radii, sdl client)

2012-06-16 Thread Jacob Nevins
Follow-up Comment #3, bug #15804 (project freeciv): Effect of this bug, for searches: The city dialog has not been redesigned to accommodate the larger city map required by variable city radius support. As a result, the city map display is scaled down and difficult to read.

[Freeciv-Dev] [patch #3324] minor correction to canvas_put_text in gtk3 client

2012-06-16 Thread anonymous
URL: http://gna.org/patch/?3324 Summary: minor correction to canvas_put_text in gtk3 client Project: Freeciv Submitted by: None Submitted on: Sat 16 Jun 2012 05:10:12 PM UTC Category: None Priority: 5 -

[Freeciv-Dev] [bug #18006] handle_city() CMA: Larvotto has changed multiple times.

2012-06-16 Thread Mark Anderson
Follow-up Comment #6, bug #18006 (project freeciv): For what it's worth, I'm seeing this bug in 2.3.2 stable, built from source on MacOS Lion. Problem is repeatable when the server is restarted with a save file. Save file available if it is useful.

[Freeciv-Dev] [bug #18006] handle_city() CMA: Larvotto has changed multiple times.

2012-06-16 Thread Jacob Nevins
Follow-up Comment #7, bug #18006 (project freeciv): Please do attach your savefile, thanks. ___ Reply to this item at: http://gna.org/bugs/?18006 ___ Message sent via/by Gna!

[Freeciv-Dev] [patch #3323] Allow requirement range within city workable radius for tile-based requirements?

2012-06-16 Thread Henkutsu
Follow-up Comment #3, patch #3323 (project freeciv): First off, thanks for looking at this. I've been reading the codebase for two other tickets I am about to open (I am not a programmer so I understand maybe 1/3 of it. Yay comments!), so I can see how expensive this could be. With regards to

[Freeciv-Dev] [patch #3323] Allow requirement range within city workable radius for tile-based requirements?

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #4, patch #3323 (project freeciv): There's also difference in that CityTile requirement can only be used with effects targeting tiles, while new range proposed in original submission would be available (only) for effects targeting city. So maybe we should handle CityTile

[Freeciv-Dev] unittypes capped at 64

2012-06-16 Thread animecentral
NOTE: I am not a programmer. Is there a reason why the number of custom unittype flags are limited to 4? I don't want to raise a ticket if there is a good reason for it. As far as I can see by searching the code, this is set in unittype.h by; F_USER_FLAG_1, /* User defined flags start here

[Freeciv-Dev] [bug #19817] plrcolormode=PLR_SET and PLR_RANDOM issues

2012-06-16 Thread Jacob Nevins
URL: http://gna.org/bugs/?19817 Summary: plrcolormode=PLR_SET and PLR_RANDOM issues Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 16 23:21:59 2012 Category: None Severity: 3 - Normal

[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #5, patch #3321 (project freeciv): Is it likely to make it into 2.4.x? I think ai module building system is currently in nice stable state in S2_4. I'm not going to develop it with S2_4 in mind, but if backporting turns out to be trivial once it has been finished for TRUNK...

[Freeciv-Dev] [bug #19817] plrcolormode=PLR_SET and PLR_RANDOM issues

2012-06-16 Thread Jacob Nevins
Additional Item Attachment, bug #19817 (project freeciv): File name: trunk-S2_4-playercolor-revamp.diff Size:25 KB ___ Reply to this item at: http://gna.org/bugs/?19817 ___ Message sent

[Freeciv-Dev] [bug #19817] plrcolormode=PLR_SET and PLR_RANDOM issues

2012-06-16 Thread Jacob Nevins
Update of bug #19817 (project freeciv): Status: In Progress = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?19817 ___ Message sent

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-16 Thread Henkutsu
URL: http://gna.org/patch/?3325 Summary: Allow custom types for governments to be used in effect requirements. Project: Freeciv Submitted by: henkutsu_tama Submitted on: Sat 16 Jun 2012 10:36:38 PM GMT Category: general

Re: [Freeciv-Dev] unittypes capped at 64

2012-06-16 Thread Marko Lindqvist
On 17 June 2012 00:59, animecent...@gmail.com wrote: NOTE: I am not a programmer. Is there a reason why the number of custom unittype flags are limited to 4? Increasing the limit should be technically straightforward. Freeciv would just (regardless of number of custom flags actually used) use

[Freeciv-Dev] [patch #3326] Change range for city gov from -2020 to -inf-1920

2012-06-16 Thread Henkutsu
URL: http://gna.org/patch/?3326 Summary: Change range for city gov from -2020 to -inf-1920 Project: Freeciv Submitted by: henkutsu_tama Submitted on: Sat 16 Jun 2012 10:46:11 PM GMT Category: general

[Freeciv-Dev] [patch #3326] Change range for city gov from -2020 to -inf-1920

2012-06-16 Thread Jacob Nevins
Follow-up Comment #1, patch #3326 (project freeciv): A similar thing was suggested in bug #16184. ___ Reply to this item at: http://gna.org/patch/?3326 ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #16184] Governor minimal surplus of -20 not low enough

2012-06-16 Thread Jacob Nevins
Follow-up Comment #2, bug #16184 (project freeciv): See also patch #3326. ___ Reply to this item at: http://gna.org/bugs/?16184 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [patch #3326] Change range for city gov from -2020 to -inf-1920

2012-06-16 Thread Henkutsu
Follow-up Comment #2, patch #3326 (project freeciv): Hmm. Seems that the minimum surplus value is left to the client to decide, and is a signed int. Does that mean it could be set to -128 or -256? Still better than -20, it would take some effort to reach that low. If an edge case is a problem

[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems

2012-06-16 Thread Jacob Nevins
URL: http://gna.org/bugs/?19818 Summary: Experimental ruleset: worker veteran system has problems Project: Freeciv Submitted by: jtn Submitted on: Sun Jun 17 02:16:43 2012 Category: rulesets Severity: 3 -

[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems

2012-06-16 Thread Jacob Nevins
Follow-up Comment #1, bug #19818 (project freeciv): (Also, I'm wondering about the alternative names apprentice, journeyman, master. But perhaps that's about more skilled jobs than we're talking about here.) ___ Reply to this item at:

[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems

2012-06-16 Thread Jacob Nevins
Additional Item Attachment, bug #19818 (project freeciv): File name: veterans.ods Size:50 KB ___ Reply to this item at: http://gna.org/bugs/?19818 ___ Message sent via/by

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Henkutsu
Follow-up Comment #2, patch #3322 (project freeciv): I can see two ways in which you would want to search for a resource; Just for itself, and for it on a terrain. e.g. ; Voting governments have a senate that may prevent war ; any fish reqs = { type, name, range Resource, (Fish), Adjacent } ;