Update of patch #3660 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #3647 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Should I file a bug for this issue? I don't know if it is a bug or an
expected side effect of my configuration. I have not been able to
reproduce it under normal conditions. The issue is in Freeciv trunk
SVN revision 22295 compiled with delta disabled and
fold_bool_into_header turned of.
To
Update of patch #3654 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #3662 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #3661 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #3666 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #6, patch #3321 (project freeciv):
So far the (partly implemented) plan has been to make default AI configure
option.
(This has happened for 2.5.x in patch #3666.)
___
Reply to this item at:
http://gna.org/patch/?3321
URL:
http://gna.org/patch/?3673
Summary: Classicai to srcdir of its own
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 07 Feb 2013 01:20:42 AM EET
Category: ai
Priority: 5 - Normal
Update of bug #20478 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #19609 (project freeciv):
Status:None = Ready For Test
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Follow-up Comment #6:
How about this for Amplio-based tilesets?
See attached screenshot.
Attached grid.png would go
Follow-up Comment #7, bug #19609 (project freeciv):
Looks good at least with such large continuous areas. You may want to test
with alien ruleset and Earthly units (startunits are Earthly) how it looks
like with more fragmented native/non-native areas.
Follow-up Comment #8, bug #19609 (project freeciv):
Doesn't look too bad to me. I did make the stripe spacing fairly dense with
this case in mind. (Will also affect experimental ruleset with units like
Freight.)
I've nudged the phase of the striping slightly in this version to make it more
Follow-up Comment #3, patch #3523 (project freeciv):
Fixed, also tabwidget replaced with treewidget for better view
(file #17147)
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Additional Item Attachment:
File name: QtStartPage-3.patch.bz2Size:9 KB
Follow-up Comment #1, patch #3667 (project freeciv):
Updated against svn HEAD.
(file #17150)
___
Additional Item Attachment:
File name: CompatRiver-2.patchSize:4 KB
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URL:
http://gna.org/patch/?3674
Summary: Roadstyle River
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 07 Feb 2013 05:22:42 AM EET
Category: client
Priority: 5 - Normal
Status:
URL:
http://gna.org/patch/?3675
Summary: Rivers as road types in rulesets
Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 07 Feb 2013 05:55:39 AM EET
Category: rulesets
Priority: 5 - Normal
Follow-up Comment #1, bug #20484 (project freeciv):
- Fix a bug that units without TerrainDefense didn't get even the constant
part (10) of the factor
- Replaced magic 10 with POWER_FACTOR
(file #17153, file #17154)
___
Additional Item
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