[Freeciv-Dev] [bug #20940] freeciv-gtk2.exe causes a Stack Overflow

2013-07-10 Thread anonymous
Follow-up Comment #2, bug #20940 (project freeciv): A couple of further hints about this bug. It was made less likely by reducing the movement animation time. I suspect this was because showing the gotos hadn't been finished at TC. Also it is not just a client goto issue. The same bug occurred d

[Freeciv-Dev] [bug #20939] freeciv-gtk2.exe caused an Access Violation

2013-07-10 Thread anonymous
Follow-up Comment #1, bug #20939 (project freeciv): An update to this bug. After building recycling centres and solar power plants in all cities this bug stopped occurring. Suggesting there is some connection to the pollution or pollution clean up. ___

[Freeciv-Dev] [bug #20955] Extra owner information expected in old savegames

2013-07-10 Thread Marko Lindqvist
URL: Summary: Extra owner information expected in old savegames Project: Freeciv Submitted by: cazfi Submitted on: Wed 10 Jul 2013 10:48:19 AM EEST Category: general Severity: 3

[Freeciv-Dev] [bug #20956] Bombarding an empty city allows veterancy gains.

2013-07-10 Thread anonymous
URL: Summary: Bombarding an empty city allows veterancy gains. Project: Freeciv Submitted by: None Submitted on: Wed Jul 10 07:48:21 2013 Category: None Severity: 3 - Normal

[Freeciv-Dev] [patch #3982] Portucalense nation

2013-07-10 Thread anonymous
URL: Summary: Portucalense nation Project: Freeciv Submitted by: None Submitted on: mié 10 jul 2013 08:14:45 UTC Category: rulesets Priority: 5 - Normal Status

[Freeciv-Dev] [bug #20946] Missing #include

2013-07-10 Thread Marko Lindqvist
Follow-up Comment #2, bug #20946 (project freeciv): > I built the release tarball of 2.4.0-beta2 on Ubuntu 12.04, > which is 2.68 Could original submitter comment if (s)he just did ./configure && make, or if local autoconf was somehow involved (such as running ./autogen.sh), and if latter, which

[Freeciv-Dev] [patch #3983] Irmandade nation

2013-07-10 Thread anonymous
URL: Summary: Irmandade nation Project: Freeciv Submitted by: None Submitted on: mié 10 jul 2013 08:38:42 UTC Category: rulesets Priority: 5 - Normal Status: N

[Freeciv-Dev] [patch #3984] Wallachia nation

2013-07-10 Thread anonymous
URL: Summary: Wallachia nation Project: Freeciv Submitted by: None Submitted on: mié 10 jul 2013 09:21:26 UTC Category: rulesets Priority: 5 - Normal Status: N

[Freeciv-Dev] [patch #3958] Keep one defender in unthreatened cities

2013-07-10 Thread Marko Lindqvist
Update of patch #3958 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [bug #20957] Compilation fails with Ferry Stats Logging enabled

2013-07-10 Thread Marko Lindqvist
URL: Summary: Compilation fails with Ferry Stats Logging enabled Project: Freeciv Submitted by: cazfi Submitted on: Wed 10 Jul 2013 02:13:56 PM EEST Category: ai Severity: 3 - N

[Freeciv-Dev] [bug #20952] asserion failed in aidata.c's dai_plr_data_get()

2013-07-10 Thread Marko Lindqvist
Update of bug #20952 (project freeciv): Status: Confirmed => Ready For Test ___ Follow-up Comment #2: - Minimally tested fix (file #18236) __

[Freeciv-Dev] [patch #3974] Replace terrain.ruleset's (pollution|fallout)_(food|shield|trade)_penalty with yet another output effect

2013-07-10 Thread Marko Lindqvist
Follow-up Comment #3, patch #3974 (project freeciv): Looking the effects definitions I wonder why there's no nreqs for anything. If tile has both Pollution and Fallout, all three effects are active, resulting in 50% + 50% + 25% = 125% penalty? If effect that has only "Pollution" as req would have

[Freeciv-Dev] [patch #3985] Ues requirements of type "extra" in supplied rulesets

2013-07-10 Thread Marko Lindqvist
URL: Summary: Ues requirements of type "extra" in supplied rulesets Project: Freeciv Submitted by: cazfi Submitted on: Wed 10 Jul 2013 05:56:51 PM EEST Category: rulesets Priori

[Freeciv-Dev] [patch #3974] Replace terrain.ruleset's (pollution|fallout)_(food|shield|trade)_penalty with yet another output effect

2013-07-10 Thread Sveinung Kvilhaugsvik
Follow-up Comment #4, patch #3974 (project freeciv): > If tile has both Pollution and Fallout, all three effects are active, resulting in 50% + 50% + 25% = 125% penalty? That is 50% + 50% + -25% = 75% penalty. Fun fact: I started using nreqs. Then I rewrote the effect definitions using negative n

[Freeciv-Dev] [patch #3975] Replace act_tgt with extra_type pointer.

2013-07-10 Thread Marko Lindqvist
Update of patch #3975 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #3986] Select pillage target by extra id

2013-07-10 Thread Marko Lindqvist
URL: Summary: Select pillage target by extra id Project: Freeciv Submitted by: cazfi Submitted on: Wed 10 Jul 2013 08:09:50 PM EEST Category: client Priority: 5 - Normal

[Freeciv-Dev] [patch #3976] Extra requirements

2013-07-10 Thread Marko Lindqvist
Follow-up Comment #1, patch #3976 (project freeciv): - Updated against svn (file #18239) ___ Additional Item Attachment: File name: ExtraReqs-2.patch.bz2 Size:8 KB ___ Rep

[Freeciv-Dev] [patch #3979] lusitanian civilization, please

2013-07-10 Thread anonymous
Follow-up Comment #2, patch #3979 (project freeciv): OK, I see it now. Sorry then for the reiterative suggestion. ___ Reply to this item at: ___ Mensaje enviado

[Freeciv-Dev] [bug #20960] Server crash - while processing spy sabotage info from client

2013-07-10 Thread mir3x
URL: Summary: Server crash - while processing spy sabotage info from client Project: Freeciv Submitted by: mir3x Submitted on: Wed 10 Jul 2013 09:28:55 PM CEST Category: None S

[Freeciv-Dev] [patch #3974] Replace terrain.ruleset's (pollution|fallout)_(food|shield|trade)_penalty with yet another output effect

2013-07-10 Thread Marko Lindqvist
Follow-up Comment #5, patch #3974 (project freeciv): Sorry I missed the minus sign. For question if nreqs or current method of subtraction should be used I think I would slightly prefer nreqs for consistency - that's the way other similar situations in our rulesets have been handled, so it's what

[Freeciv-Dev] [patch #3987] Pointer to extra type to road/base types

2013-07-10 Thread Marko Lindqvist
URL: Summary: Pointer to extra type to road/base types Project: Freeciv Submitted by: cazfi Submitted on: Wed 10 Jul 2013 11:09:25 PM EEST Category: general Priority: 5 - Normal

[Freeciv-Dev] [bug #20950] Pthread linking problems

2013-07-10 Thread Marko Lindqvist
Update of bug #20950 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #3988] Extra causes "Base" and "Road"

2013-07-10 Thread Marko Lindqvist
URL: Summary: Extra causes "Base" and "Road" Project: Freeciv Submitted by: cazfi Submitted on: Thu 11 Jul 2013 12:39:59 AM EEST Category: general Priority: 5 - Normal

[Freeciv-Dev] [patch #3989] Build defenders for martial law needs

2013-07-10 Thread Marko Lindqvist
URL: Summary: Build defenders for martial law needs Project: Freeciv Submitted by: cazfi Submitted on: Thu 11 Jul 2013 12:49:26 AM EEST Category: ai Priority: 5 - Normal

[Freeciv-Dev] [patch #3959] Assign defenders for their martial law value

2013-07-10 Thread Marko Lindqvist
Follow-up Comment #2, patch #3959 (project freeciv): > I'll submit separate patch to make AI also build units for > martial law effect. That's now in patch #3989 ___ Reply to this item at: _

[Freeciv-Dev] [patch #3871] Control airlift nativity with EFT_AIRLIFT

2013-07-10 Thread David Fernandez
Follow-up Comment #4, patch #3871 (project freeciv): I'm interested to see this feature implemented, in case you still working on it. Would it be simpler if you create a new unit flag in units.ruleset to define which units can be airlifted? (without changing the ruleset effects)

[Freeciv-Dev] [patch #3990] Ruleset defined number of movement fragments

2013-07-10 Thread Marko Lindqvist
URL: Summary: Ruleset defined number of movement fragments Project: Freeciv Submitted by: cazfi Submitted on: Thu 11 Jul 2013 09:05:04 AM EEST Category: general Priority: 5 - No

[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-07-10 Thread Marko Lindqvist
Follow-up Comment #5, patch #3906 (project freeciv): My approach in patch #3990 is to make number of fragments ruleset configurable. ___ Reply to this item at: ___

[Freeciv-Dev] [patch #3990] Ruleset defined number of movement fragments

2013-07-10 Thread Marko Lindqvist
Update of patch #3990 (project freeciv): Planned Release: 2.6.0 => 2.5.0, 2.6.0 ___ Follow-up Comment #1: I'd like to get this to S2_5 too (patch applies as is) despite it being potentially buggy for s