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
Follow-up Comment #1, bug #19815 (project freeciv):
Second slot is meant for settler's bodyguard.
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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
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.)
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?
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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
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
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
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.
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
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.
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
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
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
Update of bug #19816 (project freeciv):
Status:None = Duplicate
Open/Closed:Open = Closed
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Follow-up Comment #1:
I'm afraid it's a
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.
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 -
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.
Follow-up Comment #7, bug #18006 (project freeciv):
Please do attach your savefile, thanks.
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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
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
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
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
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...
Additional Item Attachment, bug #19817 (project freeciv):
File name: trunk-S2_4-playercolor-revamp.diff Size:25 KB
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Update of bug #19817 (project freeciv):
Status: In Progress = Ready For Test
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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
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
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
Follow-up Comment #1, patch #3326 (project freeciv):
A similar thing was suggested in bug #16184.
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Follow-up Comment #2, bug #16184 (project freeciv):
See also patch #3326.
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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
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 -
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.)
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Additional Item Attachment, bug #19818 (project freeciv):
File name: veterans.ods Size:50 KB
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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
}
;
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