[Freeciv-Dev] [patch #3600] Add alien ruleset to distribution tarball

2013-05-02 Thread Marko Lindqvist
Update of patch #3600 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3630] Add separate base owner information for tiles

2013-05-02 Thread Marko Lindqvist
Update of patch #3630 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] Chaosis - OpenSource game movement

2013-05-02 Thread Paladin Good
Hello! I am making a game using the sourcecodes of Pokemon Online eu and
Pokemon showdown. It is much more though, we will have forum games, chat
room games, and hopefully some other random but good games. Such as
FreeCiv.

I was wondering if you'd be able to talk with me, perhaps over skype as I,
myself, am not so much a programmer, but a thinker and the person who've
brought together a willing and eager group of 20 variously skilled people
together. The game will be c++, but we'd like to tether Freeciv (we will
figure out a way to get it high fantasy themed) to Chaosis. The main
problem is that I would like people to gain rewards for playing freeciv
(which would be a 'mini game') these rewards will be simple in design, say,
reward for 1 city, 10 cities ect ect, these rewards than could be used on
the maingame, chaosis.

As I am still slightly new at... incorporating games into chaosis as a
whole, I was hoping we could discuss how we could make such a thing happen
with a c++ game.

My game will be opensourced, free, and all advertisement profit will go to
players as rewards for competing and winning in tournaments.

Thank you for your time
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[Freeciv-Dev] [bug #18517] unable to drag items in Target Worklist to reorder.

2013-05-02 Thread Christian Prochaska
Follow-up Comment #18, bug #18517 (project freeciv):

With GTK+ bundle 2.24.10 it seems to work, too.

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[Freeciv-Dev] [task #7678] Windows packages for 2.4.0-beta2

2013-05-02 Thread Christian Prochaska
Follow-up Comment #4, task #7678 (project freeciv):

Windows installers using GTK+ bundle 2.24.10 are ready now.

A test build with MagickWand 6.8.5-3 was successful, but the images ended up
in the wrong directory (could be related to bug #20356). I'll try to get it
fixed and included in the next release.


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[Freeciv-Dev] [patch #3887] Use UCF_MISSILE to identify missiles for pathfinding

2013-05-02 Thread Marko Lindqvist
Follow-up Comment #1, patch #3887 (project freeciv):

Reading the patch file only (not checking larger context) I suspect that
Bomber handling is not quite right. You are not checking fuel (=how many turns
flight time left) at all, but only how much movement for this particular turn
is left, when you deduct that this is last turn (running out of fuel) and unit
cannot both attack and return to base.

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[Freeciv-Dev] [patch #3880] Initial extras module addition

2013-05-02 Thread Marko Lindqvist
Update of patch #3880 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] Freeciv-web online at play.freeciv.org

2013-05-02 Thread Andreas Røsdal

Hi all,

The Freeciv-web client can now be played online here:
http://play.freeciv.org/

It would be very useful if the freeciv players could
give it a good testing, and report any bugs that
you might find.

It would also be great with some links from freeciv.org
to play.freeciv.org, so that people can find it.

Andreas

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[Freeciv-Dev] [patch #3887] Use UCF_MISSILE to identify missiles for pathfinding

2013-05-02 Thread Emmet Hikory
Follow-up Comment #2, patch #3887 (project freeciv):

In pf_fuel_map_iterate(), the function exits early in the event that there
aren't enough moves to return to a refueling point unless either the unit in
question is a missle or it has no moves anyway (as mentioned, I don't really
understand the purpose of this OR condition: I would think it just wastes
cycles processing the rest of the function for units that can't move anyway). 
If the unit is a missile, we can perform suicidal attacks (we don't care if we
will later be able to return to base because we wouldn't survive anyway).  We
later exit early in the event that we're targeting an enemy tile and wouldn't
be safe to attack (with pf_fuel_map_attack_is_possible()).

In pf_fuel_map_attack_is_possible(), we check to see if it makes sense for
the unit to attack: for missiles, we always attack (the unit would die anyway,
so we don't care about fuel), for bombers, we only attack if we have more
moves left than our move_rate (moves_left is initialised with pf_move_rate(),
so fueled units are treated as having many more moves per turn than move_rate
to simplify the pathfinding logic), which means that we are not on the last
turn of fuel.  If we are on the last turn of fuel, we don't attack, otherwise
it is safe to attack.

I agree there may be remaining issues with bombers (the logic doesn't
check to make sure that there will be enough moves_left to return to base
after the attack has been performed), but this patch doesn't change the
conditionals for bombers except in the case where fuel == 1, in which case it
is a bit more conservative (and won't actually attack: committing suicide is
only permitted for UCF_MISSILE units).

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