[Freeciv-Dev] [bug #19870] Sort out female qualifiers on leader names
Follow-up Comment #1, bug #19870 (project freeciv): For future reference, the incantation I used to review this and related bugs was: egrep -i '(anarchy|despotism|monarchy|republic|communism|democracy|fundamentalism)' data/nation/*.ruleset | grep -v init_government | sort -k 3 That is, find all leader title lines, and sort in order of male leader title (and after that female leader title). ___ Reply to this item at: http://gna.org/bugs/?19870 ___ 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 #16448] freeciv.org contact addresses bouncing
Follow-up Comment #2, bug #16448 (project freeciv): Just for the record, freeciv.org no longer has any MX records, and the server running it does not run a mail server. (The whois for freeciv.org does not list any @freeciv.org contact addresses -- if there are still any advertised anywhere, we should get rid of them.) ___ Reply to this item at: http://gna.org/bugs/?16448 ___ 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 #16417] Graphical glitches when FOW (graphically) turned off
Update of bug #16417 (project freeciv): Status:None = Invalid Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16417 ___ 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 #16338] DNS problems with freeciv.org
Update of bug #16338 (project freeciv): Open/Closed:Open = Closed ___ Follow-up Comment #6: freeciv.org DNS and web redirection has completely changed since this ticket was raised. I'm not aware of any problems of this nature since March. ___ Reply to this item at: http://gna.org/bugs/?16338 ___ 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 #19873] civ and ser mentioned in INSTALL
URL: http://gna.org/bugs/?19873 Summary: civ and ser mentioned in INSTALL Project: Freeciv Submitted by: cazfi Submitted on: Sat 30 Jun 2012 12:56:37 PM EEST Category: docs Severity: 3 - Normal Priority: 5 - Normal Status: Ready For Test Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.4.0, 2.5.0 ___ Details: Found out that there's still references to renamed civ and ser scripts in INSTALL. Fix attached. ___ File Attachments: --- Date: Sat 30 Jun 2012 12:56:37 PM EEST Name: INSTALLfcsergui.diff Size: 1kB By: cazfi http://gna.org/bugs/download.php?file_id=15932 ___ Reply to this item at: http://gna.org/bugs/?19873 ___ 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 #18243] Client hangs with with gtk+ 2.24.5 (and Ubuntu Oneiric's 2.24.6) and Freeciv theme
Follow-up Comment #36, bug #18243 (project freeciv): For the hard-of-thinking (me), does that imply that you guys have seen this issue with the gtk3 client? I was hoping it was gtk2-specific. I think the gtk3-client parts of this discussion happened back when we were only developing gtk3-client, i.e., when it was still, despite the name, gtk2-program (and using gtk2 Freeciv theme) I've never seen this bug with real gtk3 gtk3-client. ___ Reply to this item at: http://gna.org/bugs/?18243 ___ 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 #19874] Effects affecting cities can't depend on city tile properties
URL: http://gna.org/bugs/?19874 Summary: Effects affecting cities can't depend on city tile properties Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 30 11:33:47 2012 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: ___ Details: In bug #16308 (comment 5), David Fernandez complains: 'When I use the requeriment Special, River, Adjacent in my rulesets, it seems to return always false, even when the city is placed near or over a river. 'This code from effects.ruleset never works (it is supposed to give aqueduct bonus in cities near rivers):' [effect_aqueduct_river] name= Size_Adj value = 4 reqs= { type, name, range Special, River, Adjacent } nreqs = { type, name, range Building, Aqueduct, City } I've confimed this. The reason seems simple: get_city_bonus() passes the tile argument of get_target_bonus_effects() as NULL. It seems to me that it could easily pass city_tile(pcity) and thus enable effects such as the above. Is there any reason not to do so? I believe this affects the following effects: * Capital_City, Gov_Center * Size_Adj, Size_Unlimit * Growth_Food * Rapture_Grow * City_Radius_Sq, City_Vision_Radius_Sq * Health_Pct * Migration_Pct * Trade_Revenue_Bonus, Max_Trade_Routes * Pollu_Prod_Pct * City_Build_Slots * Airlift * Happiness_To_Gold * Make_Content_Mil_Per, Make_Content_Mil * Martial_Law_Each, Martial_Law_Max * Make_Happy, No_Unhappy, Make_Content, Force_Content * Unhappy_Factor * Defend_Bonus * Visible_Walls, City_Image * Unit_No_Lose_Pop * Nuke_Proof * Incite_Cost_Pct, No_Incite, Spy_Resistant * HP_Regen (As usual with effects, the tricky part is edge conditions -- whenever tile properties change, knock-on effects on all the above need to be reviewed. Perhaps that will mostly Just Work, but I guess it needs an audit.) ___ Reply to this item at: http://gna.org/bugs/?19874 ___ 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 #16308] Great Wall doesn't protect allied units in owner's cities
Update of bug #16308 (project freeciv): Summary: Great Wall protects wrong units = Great Wall doesn't protect allied units in owner's cities ___ Follow-up Comment #7: I've raised comment 5 separately as bug #19874. I haven't raised tickets for other wishes expressed here. Let's keep this for the specific problem of how effects affect allies. (I still have no good idea how to solve it.) ___ Reply to this item at: http://gna.org/bugs/?16308 ___ 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 #19874] Effects affecting cities can't depend on city tile properties
Follow-up Comment #1, bug #19874 (project freeciv): It seems to me that it could easily pass city_tile(pcity) and thus enable effects such as the above. Is there any reason not to do so? It seems that these get_xxx_bonus() functions were originally written so that just the effects in our own rulesets would work, as opposed to make them more generic. I've considered such failures to pass obvious parameters as bugs in the past (fix for this one should certainly go to TRUNK and S2_4, I'm a bit undecided about S2_3: it would create incentive for ruleset authors to create rulesets that do not work in earlier 2.3.x releases) As usual with effects, the tricky part is edge conditions -- whenever tile properties change, knock-on effects on all the above need to be reviewed. That's one reason why Max_Trade_Routes is defined never to cause removal of existing traderoutes. I would just document the restrictions in the first phase. Passing the tile would anyway make it work *better* (in my view that failing to do so is a bug, not missing feature) ___ Reply to this item at: http://gna.org/bugs/?19874 ___ 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 #16288] poedit doesn't like freeciv.pot
Follow-up Comment #4, bug #16288 (project freeciv): Hold on. For me at least, a freshly generated freeciv.pot starts like this: #, fuzzy msgid msgstr Project-Id-Version: PACKAGE VERSIONn Report-Msgid-Bugs-To: n POT-Creation-Date: 2012-06-30 11:47+0100n PO-Revision-Date: YEAR-MO-DA HO:MI+ZONEn Last-Translator: FULL NAME EMAIL@ADDRESSn Language-Team: LANGUAGE l...@li.orgn MIME-Version: 1.0n Content-Type: text/plain; charset=CHARSETn Content-Transfer-Encoding: 8bitn Plural-Forms: nplurals=INTEGER; plural=EXPRESSION;n That is, while the first line of msgstr is , it's immediately followed by continuation lines containing the header entries. So msgstr isn't actually empty. And indeed, the error messages in the original submission appear to be referring to the content of those header entries (not shown in the report), albeit using the line number of the start of the string. Aren't they in fact just reminding the translator that they need to change the defaults that came from freeciv.pot? Is there actually a problem here? ___ Reply to this item at: http://gna.org/bugs/?16288 ___ 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 #16255] Full-Screen Troubles
Update of bug #16255 (project freeciv): Category: general = client-gtk-2.0 ___ Reply to this item at: http://gna.org/bugs/?16255 ___ 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 #15804] fix city map (variable city radii, sdl client)
Update of bug #15804 (project freeciv): Severity: 3 - Normal = 4 - Important ___ Reply to this item at: http://gna.org/bugs/?15804 ___ 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 #15725] [Metaticket] Lua script security
Update of bug #15725 (project freeciv): Status: In Progress = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #7: Closing as work got done and nothing new has happened for a while. However, I invite those interested in the Lua security model to comment on bug #19729; we need some sort of answer for 2.4.0. ___ Reply to this item at: http://gna.org/bugs/?15725 ___ 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 #15595] Adding new categories
Follow-up Comment #12, bug #15595 (project freeciv): Who has rights to wrangle Gna categories? I'm guessing Project Admins: cazfi, dmarks, cproc? ___ Reply to this item at: http://gna.org/bugs/?15595 ___ 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 #16506] Option missing to disable ZOC imposed by units (e.g., Freight, Caravan)
Update of bug #16506 (project freeciv): Priority: 1 - Later = 5 - Normal Summary: Option missing to disable ZOC imposed by units = Option missing to disable ZOC imposed by units (e.g., Freight, Caravan) ___ Follow-up Comment #11: Freight/Caravan also noted in bug #15506. We should really make it possible to fix this... ___ Reply to this item at: http://gna.org/bugs/?16506 ___ 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 #15506] should caravan/freight really create ZOC?
Update of bug #15506 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Follow-up Comment #1: Also covered in more depth in bug #16506. ___ Reply to this item at: http://gna.org/bugs/?15506 ___ 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 #15502] Message truncated in page_conn_etype()!
Update of bug #15502 (project freeciv): Status:None = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #7: I think everything that came up here has been dealt with elsewhere (see previous comments). ___ Reply to this item at: http://gna.org/bugs/?15502 ___ 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 #15595] Adding new categories
Follow-up Comment #13, bug #15595 (project freeciv): I'm guessing Project Admins: cazfi, dmarks, cproc? ...jtn :-) ___ Reply to this item at: http://gna.org/bugs/?15595 ___ 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 #15441] xaw client, garbled graphics, unable to play the game at all
Follow-up Comment #5, bug #15441 (project freeciv): Garbled graphics was dealt with under bug #18376, I think. Certainly it's been much better for me since then. Unable to play the game at all... less sure. I can usually get far enough with a separately-started server to test any changes I make to the Xaw client. But sometimes all controls are grayed out. I haven't investigated further. I think cazfi has more problems. So something's not quite right. ___ Reply to this item at: http://gna.org/bugs/?15441 ___ 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 #15340] useless Suggest throttling growth ... message if granary will be finished next turn
Follow-up Comment #1, bug #15340 (project freeciv): Arguably that behaviour is a bug. The order things happen at turn end has often been complained about. See bug #14473 and the many bugs that refer to it. ___ Reply to this item at: http://gna.org/bugs/?15340 ___ 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 #14473] End of turn is totally messy
Update of bug #14473 (project freeciv): Depends on: = bugs #15340 ___ Reply to this item at: http://gna.org/bugs/?14473 ___ 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 #15129] wish: border tool in editor
Follow-up Comment #1, bug #15129 (project freeciv): Unfortunately the current border system (as of 2.2) is such that you can't, in general, place borders where you want to; they're dynamically calculated. An exception is within the worked radius of a city; if there are two nations that could claim such a tile, the first one keeps it. The editor could influence that. But it seems of limited usefulness, and the UI for communicating when you could usefully edit tile ownership would be tricky. To really allow for scenario-specified borders would need a new borders mode, I think. ___ Reply to this item at: http://gna.org/bugs/?15129 ___ 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 #15090] Replace BC and AD by CE and BCE
Update of bug #15090 (project freeciv): Depends on: = bugs #13625 ___ Reply to this item at: http://gna.org/bugs/?15090 ___ 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 #19875] Default year labels (AD/BC) not localised
URL: http://gna.org/bugs/?19875 Summary: Default year labels (AD/BC) not localised Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 30 14:41:10 2012 Category: None Severity: 2 - Minor Priority: 5 - Normal Status: In Progress Assigned to: jtn Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.4.0,2.5.0 ___ Details: They're defined in common/game.h without N_(). (This would have been masked by their presence in rulesets up until bug #15090 was fixed, but civ1/civ2 rely on the default.) Patch fixes this and makes AD/BC nomenclature in civ1/civ2 rulesets explicit rather than relying on the default. ___ Reply to this item at: http://gna.org/bugs/?19875 ___ 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 #19876] Nation legends use a mix of AD/BC and CE/BCE
URL: http://gna.org/bugs/?19876 Summary: Nation legends use a mix of AD/BC and CE/BCE Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 30 14:41:32 2012 Category: rulesets Severity: 1 - Wish Priority: 5 - Normal Status: In Progress Assigned to: jtn Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.4.0,2.5.0 ___ Details: After bug #15090, it's desired to standardise on the latter. Attached patch does this minimally. I've not attempted to standardise whether years/centuries have a suffix at all or anything like that. (Also, this resolves the common use of 550 AD rather than what I think is the more technically correct AD 550.) Since this touches a lot of nation legends, I've proofread the touched ones to avoid later string churn. Unfortunately, this introduces some gratuitous differences between previously-identical default and civ1/2 nation legends, since civ1/2 use BC/AD. I've fudged some by removing CE/AD entirely, and in penance, unified some other gratuitously-different strings. ___ Reply to this item at: http://gna.org/bugs/?19876 ___ 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 #15090] Replace BC and AD by CE and BCE
Update of bug #15090 (project freeciv): Depends on: = bugs #19876 ___ Reply to this item at: http://gna.org/bugs/?15090 ___ 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 #19876] Nation legends use a mix of AD/BC and CE/BCE
Follow-up Comment #1, bug #19876 (project freeciv): This touches nations not yet on S2_4. Rather than try to disentangle this, I'll just merge those nations to S2_4 first. ___ Reply to this item at: http://gna.org/bugs/?19876 ___ 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 #19875] Default year labels (AD/BC) not localised
Update of bug #19875 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-localise-bc-ad.diff Size:3 KB File name: S2_4-localise-bc-ad.diff Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?19875 ___ 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 #19876] Nation legends use a mix of AD/BC and CE/BCE
Update of bug #19876 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_4-nationlegends-bce-ce.diff Size:71 KB ___ Reply to this item at: http://gna.org/bugs/?19876 ___ 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 #15090] Replace BC and AD by CE and BCE
Update of bug #15090 (project freeciv): Status:None = In Progress Assigned to:mixcoatl = jtn ___ Reply to this item at: http://gna.org/bugs/?15090 ___ 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 #14904] gtk-client city dlg production time updates to previous value
Follow-up Comment #1, bug #14904 (project freeciv): See also bug #18093 for a similar symptom. ___ Reply to this item at: http://gna.org/bugs/?14904 ___ 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 #18093] Production window is not updated when changing production
Follow-up Comment #3, bug #18093 (project freeciv): Bug #14904 reports similar behaviour when moving citizens around (changing the time it will take to complete production) -- updates are one click late. Probably related? ___ Reply to this item at: http://gna.org/bugs/?18093 ___ 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: client-side progress bar for end-turn activities
Update of bug #14585 (project freeciv): Summary: Wish: timeout progress bar = Wish: client-side progress bar for end-turn activities ___ Follow-up Comment #2: This looks tricky -- it requires the server and/or client to be able to estimate how much work is left. ___ 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
[Freeciv-Dev] [bug #14315] Unneccessary popups when civil disorder gets fixed by governer
Follow-up Comment #1, bug #14315 (project freeciv): See also bug #19079 for a later report. Fixing this is probably a bit tricky, as revolt is checked on the server and the governor is implemented on the client, I think. So you'd need some network exchange to give clients time to fix the revolt before bothering the user. ___ Reply to this item at: http://gna.org/bugs/?14315 ___ 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 #19079] Spurious revolt message before governor fixes revolt (after population decrease)
Update of bug #19079 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed Summary: revolt message after population decrease = Spurious revolt message before governor fixes revolt (after population decrease) ___ Follow-up Comment #1: Duplicate of bug #14315. ___ Reply to this item at: http://gna.org/bugs/?19079 ___ 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 #14276] City report wishes: save more settings, more detailed information
Update of bug #14276 (project freeciv): Summary: Wish: cities report does not combine categories = City report wishes: save more settings, more detailed information ___ Follow-up Comment #4: 1. Spell out the names of the categories. Some are spelled out completely (such as 'Currently Building') so why can't '-T' be explained in full as well, or at least when I hover over it? Tooltips for column headers were added in bug #15603. 2. Give more detailed information. For instance, the G tells me only the aggregate gold of the city, which may well be something like -10; when I'm trying to decide whether it is worthwhile to build a bank, I want to see how much it is producing. It would be good if this field consisted of the same information which is available when you click on the city. At some point you probably have to open the individual city dialog to see all the details... 3. Ensure that it is possible to save display preferences in the report between games (I don't know if this is currently possible as I didn't test it) so that it isn't necessary to re-enable desired options every time. Which columns are present is saved in client preferences; the column order and the row sort order is not. Saving this information is slightly tricky as the set of columns is to some extent ruleset-dependent. It might be nice if the client stashed this information on the server, to accommodate ruleset differences and allow different settings for games on different servers played simultaneously. ___ Reply to this item at: http://gna.org/bugs/?14276 ___ 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 #3027] libicu
Follow-up Comment #2, patch #3027 (project freeciv): (When I say UTF-8 I might actually mean Unicode.) ___ Reply to this item at: http://gna.org/patch/?3027 ___ 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 #3015] Add citizens feature to built-in help
Update of patch #3015 (project freeciv): Planned Release: 2.5.0 = 2.4.0,2.5.0 ___ Follow-up Comment #2: Re-adding to 2.4.0 release: feature now does something noticeable (as of patch #3311). Still racking my brain for an alternative name to citizens. I may have to give up and move the existing use of citizens (to mean city population units in general) to some other term. Not enough words! ___ Reply to this item at: http://gna.org/patch/?3015 ___ 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 #3004] increase max number of players to 512
Update of patch #3004 (project freeciv): Summary: increase max number of nations to 512 = increase max number of players to 512 ___ Reply to this item at: http://gna.org/patch/?3004 ___ 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 #2984] Make AI plan research to preserve its wonders and obsolete others'
Update of patch #2984 (project freeciv): Planned Release: = 2.5.0 ___ Reply to this item at: http://gna.org/patch/?2984 ___ 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 #2939] Support for commandline parameters with multiple subparameters
Update of patch #2939 (project freeciv): Planned Release: 2.5.0 = ___ Reply to this item at: http://gna.org/patch/?2939 ___ 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 #2935] UNIX domain socket to control server (alternative to console input)
Update of patch #2935 (project freeciv): Status:None = Ready For Test Summary: UNIX domain socket for freeciv. = UNIX domain socket to control server (alternative to console input) ___ Reply to this item at: http://gna.org/patch/?2935 ___ 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 #19878] /cmdlevel invalid can cause write beyond array bounds
URL: http://gna.org/bugs/?19878 Summary: /cmdlevel invalid can cause write beyond array bounds Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 30 16:47:16 2012 Category: None Severity: 2 - Minor Priority: 5 - Normal Status: In Progress Assigned to: jtn Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.3.3,2.4.0,2.5.0 ___ Details: Or so I believe, due to not allocating a big enough array, similar to comments in patch #3036. (Valgrind doesn't complain.) ___ Reply to this item at: http://gna.org/bugs/?19878 ___ 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 #19878] /cmdlevel invalid can cause write beyond array bounds
Update of bug #19878 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_4-S2_3-cmdlevel-array-bounds.diff Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?19878 ___ 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 #3036] Use SPECENUM_COUNT for traits
Update of patch #3036 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn Summary:specenum _size() = Use SPECENUM_COUNT for traits ___ Follow-up Comment #3: Since SPECENUM_COUNT exists, I'm repurposing this ticket to make more use of it. I found two instances of this pattern: * traits, already correct * cmdlevel, ''incorrect'' -- raised separately as bug #19878 Attached patch invents TRAIT_COUNT (naming consistent with other uses of SPECENUM_COUNT) and uses it. It also improves the comments in specenum_gen.h. (file #15938) ___ Additional Item Attachment: File name: trunk-traits-specenum-count.diff Size:3 KB ___ Reply to this item at: http://gna.org/patch/?3036 ___ 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 #2714] Autosettlers consider building farmland even if city has no supermarket
Update of patch #2714 (project freeciv): Depends on: = patch #2733 ___ Reply to this item at: http://gna.org/patch/?2714 ___ 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 #2643] Experimental ruleset: why can Frigate carry units of Big Land class, but not Galleon?
Update of patch #2643 (project freeciv): Summary: Galleon can carry units of big land class = Experimental ruleset: why can Frigate carry units of Big Land class, but not Galleon? ___ Reply to this item at: http://gna.org/patch/?2643 ___ 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 #2643] Experimental ruleset: why can Frigate carry units of Big Land class, but not Galleon?
Follow-up Comment #1, patch #2643 (project freeciv): Since Galleon is supposed to fit more to ferryboat role, and frigate to be warship, situation could even be reversed - only Galleon being able to carry Big Land units. ___ Reply to this item at: http://gna.org/patch/?2643 ___ 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 #3036] Use SPECENUM_COUNT for traits
Follow-up Comment #4, patch #3036 (project freeciv): I remember looking SPECENUM_COUNT, but (maybe wrongly) assuming that it's just count of different values, not last value + 1. There's a difference if there's holes (skipped integers) in the specenum. ___ Reply to this item at: http://gna.org/patch/?3036 ___ 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 #3349] Support for longer About Ruleset descriptions.
URL: http://gna.org/patch/?3349 Summary: Support for longer About Ruleset descriptions. Project: Freeciv Submitted by: cazfi Submitted on: Sat 30 Jun 2012 07:30:54 PM EEST Category: general Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: As (once again) mentioned in patch #3024: There's also About Ruleset, but size is limited. Problem here is in network protocol used to transfer ruleset description to client. We really should rework that to allow good descriptions. Patches welcome. ___ Reply to this item at: http://gna.org/patch/?3349 ___ 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 #3024] Inclusion of Alien World to freeciv svn
Follow-up Comment #10, patch #3024 (project freeciv): There's also About Ruleset, but size is limited. Improvement to this requested as patch #3349 ___ Reply to this item at: http://gna.org/patch/?3024 ___ 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 #3313] Nets to experimental ruleset
Follow-up Comment #5, patch #3313 (project freeciv): An alternative could be to require these net bases only in ocean tiles with special resources (fish and wales), so it does not afect the AI so much. In my ruleset I also made bouys needed in deep ocean tiles to get the extra shield from Offshore platafomrms. And I gave extra trade from Highways only at tiles without farmland (to compensate AI does not build them). This way those improvement are not so powerful for human players and they do not harm ao much the AI. ___ Reply to this item at: http://gna.org/patch/?3313 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3024] Inclusion of Alien World to freeciv svn
Update of patch #3024 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3024 ___ 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 #3350] Add Alien World files to POTFILES
URL: http://gna.org/patch/?3350 Summary: Add Alien World files to POTFILES Project: Freeciv Submitted by: cazfi Submitted on: Sat 30 Jun 2012 07:41:46 PM EEST Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Opening ticket just as reminder that this needs to be done before adding AW to tarballs. I'm not for it just yet, as it would only add work for translators, many strings that will never be used but changed (proofread!) before first release with AW. ___ Reply to this item at: http://gna.org/patch/?3350 ___ 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 #19881] Corners of citybar missing after resize
URL: http://gna.org/bugs/?19881 Summary: Corners of citybar missing after resize Project: Freeciv Submitted by: cazfi Submitted on: Sat 30 Jun 2012 08:03:29 PM EEST Category: client Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: 1. Start game with amplio2 tileset (gtk3-client but presumably problem is in client common code) 2. Found city. Accidentally hit between ' (or what ever is next to enter in your keyboard) and enter so that both get pressed and new city is named '. 3. Open city dialog - settings - Rename - Rock 4. Close citydialog 5. Notice how upper corners of citybar are cut where adjacent tiles are drawn ___ Reply to this item at: http://gna.org/bugs/?19881 ___ 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 #3015] Add citizens feature to built-in help
Follow-up Comment #3, patch #3015 (project freeciv): I wonder if it wouldn't be helpful get away from using the word citizen altogether since it seems to be tied to multiple concepts and has other legal/emotional meanings in other contexts. More descriptive if perhaps less flavorful replacements could include city size and population unit. ___ Reply to this item at: http://gna.org/patch/?3015 ___ 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 #3015] Add citizens feature to built-in help
Follow-up Comment #4, patch #3015 (project freeciv): In some cases (city) inhabitants With the new citizenship concept it's clear that we cannot call all city population points citizens (of city owning nation) as some of them simply are not. ___ Reply to this item at: http://gna.org/patch/?3015 ___ 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 #3015] Add citizens feature to built-in help
Follow-up Comment #5, patch #3015 (project freeciv): Then again, they work and pay taxes to city owning nation, so maybe they are citizens of it. So what this new feature is about? Ethnicity? ___ Reply to this item at: http://gna.org/patch/?3015 ___ 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 #3015] Add citizens feature to built-in help
Follow-up Comment #6, patch #3015 (project freeciv): Then again, they work and pay taxes to city owning nation, so maybe they are citizens of it. Well, you can have a substantial group living and working in a state but not be citizens (or first-class citizens), if citizenship is restricted by birth/descent. Also slaves, etc. However: So what this new feature is about? Ethnicity? It's something like that, and I've thought about using those words. Whether or not these people are legally/constitutionally equal, it seems that when the chips are down, they're treated differently. (In many ways this is quite a dark feature, depending on what we do with it.) ___ Reply to this item at: http://gna.org/patch/?3015 ___ 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 #3320] Add ai type argument to Lua edit.create_player()
Update of patch #3320 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn Planned Release: 2.5.0 = 2.4.0,2.5.0 Summary: Add ai type argument to Lua create_player() = Add ai type argument to Lua edit.create_player() ___ Follow-up Comment #2: I looked at this because I thought it would be trivial. Of course it turned out not to be entirely so, but I learned something relevant to 2.4.0. * It turns out that our scripting arrangements don't support optional arguments as I thought they did. So it's not possible to add arguments in a backward-compatible way. * But! Some time in 2.4 development, a number of global functions were put in the edit module, so create_player() becomes edit.create_player(). For pre-existing functions a global wrapper create_player() was left behind (for functions new in 2.4, only the new name is available, edit.climate_change()). All this had completely passed me by. * So, 2.4 is the natural point to add an extra argument -- the old name create_player() won't take it, the new name edit.create_player() will. Technically this is too late given file format freeze, but if we don't do it now, we won't ever be able to, for script backward compatibility reasons. Lots of words, small patch, which is attached. Will commit to S2_4 unless someone objects. (file #15939) ___ Additional Item Attachment: File name: trunk-S2_4-lua-create-player-ai-type.diff Size:3 KB ___ Reply to this item at: http://gna.org/patch/?3320 ___ 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 #19854] Z key does not work
Update of bug #19854 (project freeciv): Status:None = Confirmed ___ Follow-up Comment #1: Confirmed. In client/control.c:request_unit_select(), this used to call set_unit_focus(); now it calls unit_focus_add() for some reason. I suspect it's something to do with the new unit selection dialog. How that dialog's selections interact with the focus list is something that needs sorting out, I think. ___ Reply to this item at: http://gna.org/bugs/?19854 ___ 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 #3320] Add ai type argument to Lua edit.create_player()
Follow-up Comment #3, patch #3320 (project freeciv): Have to think about the philosophy of loadable ai modules and scripting. Should script ever be allowed to assume something about ai modules currently loaded, or should they be totally agnostic to each other? Making script able to request certain ai module to be used creates another situation similar to tileset/ruleset interdependencies that are considered buggy to some extend at least. No, I don't know the answers, but I hope some discussion so we do know them before committing/rejecting this patch. ___ Reply to this item at: http://gna.org/patch/?3320 ___ 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 #19864] Mapgenerator assert fails if ruleset defines no Settlers units
Update of bug #19864 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19864 ___ 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] [patch #3004] increase max number of players to 512
On Sat, 2012-06-30 at 16:51 +0200, Jacob Nevins wrote: Update of patch #3004 (project freeciv): Summary: increase max number of nations to 512 = increase max number of players to 512 seriously, increasing players to 512 !!! why not 2 exp 16(65536) ? my position is, the bandwith can not used more than 4 players. and serializing the players identifier number to more than a byte is a serious, like very crazy decicion. are you sure you are understanding what you are doing ? provide bandwidth analysis that allow such deep design decision. bandwith is saturated at turn done, in real game, players are using end of turn move extensively, and a lesser degree, start of turn. in the two seconds centered on end of turn, the protocol should be maximize to reduce size of packets. player should provide the servr with maximum bandwitdh, which is not latency of the connection. how many messages can be sent and received before the server can not respond correctly, for example in wrong turn since it was to slow. nation brake the byte size but is not critical, since it is not sent with every request. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3004] increase max number of players to 512
Follow-up Comment #5, patch #3004 (project freeciv): Recently there was related discussion in i18n list (it was about number of nation legends to translate, but number of nations has direct implications on possible max player value). See for example: http://mail.gna.org/public/freeciv-i18n/2012-06/msg00019.html ___ Reply to this item at: http://gna.org/patch/?3004 ___ 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 #3004] increase max number of players to 512
Follow-up Comment #6, patch #3004 (project freeciv): There was email to directly to freeciv-dev mailing list (please add comments to bug/patch tickets in gna.org in the future, so they are not lost) condemning the idea of increasing max players because of the bandwidth requirements at turn change. I don't think *that* to be valid argument against increasing *max supported* player number. If such a high max is too much for your usage, you can use set maxplayers server setting to lower value and there won't suddenly be 512 players on your server. Original request for increasing maximum player count come from longturn people, and in their usage turn change taking longish time is not a problem, and it's not like all the 512 players would be connected at the time of turn change to use the bandwidth. I still have not calculated any estimates how much server memory late game in such a 512 player game would take, but it's very high. Some memory requirements grow exponentially when number of players grow, and usage of ~1GB has been reported in games with ~100 players. ___ Reply to this item at: http://gna.org/patch/?3004 ___ 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 #19882] Help browser opening on turn change if help checkbox checked in research dialog
URL: http://gna.org/bugs/?19882 Summary: Help browser opening on turn change if help checkbox checked in research dialog Project: Freeciv Submitted by: cazfi Submitted on: Sun 01 Jul 2012 02:43:27 AM EEST Category: client-gtk-3.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: 1. Open research tab (F6) 2. Check help (I've also always also looked some helptexts) 3. Activate View tab without unchecking help checkbox 4. Play your turn and hit Turn Done 5. Help browser opens ___ Reply to this item at: http://gna.org/bugs/?19882 ___ 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 #14205] Bug with utf-8
Update of bug #14205 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14205 ___ 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 #19865] Nationgroups comment misplaced
Update of bug #19865 (project freeciv): Category:None = rulesets Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19865 ___ 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 #2365] [citizens11] convert a citizen to the nation of the owner each x turns
Follow-up Comment #5, patch #2365 (project freeciv): - Added convert speed entry to alien ruleset too (file #15941) ___ Additional Item Attachment: File name: CitizensConvert-2.diff Size:8 KB ___ Reply to this item at: http://gna.org/patch/?2365 ___ 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 #3095] Freeciv theme for gtk3-client
Follow-up Comment #8, patch #3095 (project freeciv): (unfortunately, some again 3.4 only) Before we started gtk3-client development I thought that we could quite freely increase minimum requirement for some time. Those people who have early gtk3 (those who are using distributions from gtk2 - gtk3 transtition era) have also gtk2 libraries, so they can use gtk2-client. I still believe in that rationale for linux end-users, but I have encountered problem myself. My compile of glib-2.32.x for Windows fails, and as it's requirement for gtk3 3.0, I'm stuck with gtk3-3.0.12 for crosser builds. I'd like to keep some way to test gtk3-client in Windows, which would be impossible with minimum gtk3 requirement increased to 3.4. It's good to have this already, and in testing, but I'd postpone actually committing it to freeciv svn. ___ Reply to this item at: http://gna.org/patch/?3095 ___ 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 #3131] Polish localization for S2_5
Update of patch #3131 (project freeciv): Summary: Polish localization for TRUNK = Polish localization for S2_5 ___ Follow-up Comment #5: Though we are long way from branching S2_5, I renamed this ticket. Current work goes toward 2.5, and I think this ticket should be about S2_5 once it's branched. After branching new ticket would be created for S2_6 (then still TRUNK). That way this ticket gets eventually closed instead of forever growing following TRUNK. ___ Reply to this item at: http://gna.org/patch/?3131 ___ 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 #2721] Ruleset definable base gui_type names
Follow-up Comment #1, patch #2721 (project freeciv): base gui_type names displayed in client menus should be ruleset definable Anybody has an opinion where they should go? Since they affect multiple bases, they cannot be part of individual base definitions. It's quite clear that in ruleset they should be in section of their own in terrain.ruleset before individual base types, but which in-memory structure they should go? ___ Reply to this item at: http://gna.org/patch/?2721 ___ 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 #3015] Add citizens feature to built-in help
Follow-up Comment #7, patch #3015 (project freeciv): How about using a term like cultural identity? Rules ranging from no assimilation at all to quick assimilation can all use that term without becoming unrealistic. ___ Reply to this item at: http://gna.org/patch/?3015 ___ 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 #3260] Show only airports in goto dialog
Follow-up Comment #3, patch #3260 (project freeciv): There was reply on freeciv-dev: http://mail.gna.org/public/freeciv-dev/2012-06/msg00474.html Please add comments to tickets in the future instead of sending to mailing list directly. For a long time I wondered what are you talking about ability to airlift just now as opposed to being able to airlift in principle. I didn't say anything about being able to airlift now. Now I guess (fell free to correct me) that you misunderstood city has positive EFT_AIRLIFT value. Value of the airlift effect is the number of units city can airlift / turn, not the capacity remaining this turn. ___ Reply to this item at: http://gna.org/patch/?3260 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev