[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Fernandez
Follow-up Comment #4, bug #21239 (project freeciv): I did not explain properly the first verion. I'll use your question about the surrounded warrior to try to clarify both versions. version 1)Penalty when a unit adjacent to an enemy unit attacks any other tile. version 2) Penalty when a unit

[Freeciv-Dev] [patch #4288] S2_5 README.packaging: Mention lua version update

2013-10-30 Thread Marko Lindqvist
URL: http://gna.org/patch/?4288 Summary: S2_5 README.packaging: Mention lua version update Project: Freeciv Submitted by: cazfi Submitted on: Wed 30 Oct 2013 11:26:41 AM EET Category: docs Priority: 5 -

[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2013-10-30 Thread Marko Lindqvist
Follow-up Comment #2, patch #4011 (project freeciv): cont is probably short for continent. You are not setting continent id correctly ( 0 indicates the tile is oceanic). ___ Reply to this item at: http://gna.org/patch/?4011

[Freeciv-Dev] [bug #21240] AI thinking city has Size Unlimit when it has not

2013-10-30 Thread Marko Lindqvist
URL: http://gna.org/bugs/?21240 Summary: AI thinking city has Size Unlimit when it has not Project: Freeciv Submitted by: cazfi Submitted on: Wed 30 Oct 2013 12:22:21 PM EET Category: ai Severity: 3 -

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Lowe
Follow-up Comment #5, bug #21239 (project freeciv): So essentially what you are saying is that as soon as a unit comes against multiple units, it will be at a disadvantage against all of them. I have to say i don't like that idea. Any attacker should be able to still move 'forward' and attack

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Fernandez
Follow-up Comment #6, bug #21239 (project freeciv): Attached image with visual example. Green line: normal attack Red line: ZoC penalized attack Blue line: varies from v1 to v2 (isolated unit always attacked without penalty in v2) I do not know how this rule would affect the AI, but it already

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread Marko Lindqvist
Follow-up Comment #7, bug #21239 (project freeciv): So essentially what you are saying is that as soon as a unit comes against multiple units, it will be at a disadvantage against all of them Yes, sounds to me like in practice this would give constant defense bonus for defense lines (where

[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Marko Lindqvist
URL: http://gna.org/bugs/?21242 Summary: AI does not build spaceship on classic ruleset Project: Freeciv Submitted by: cazfi Submitted on: Wed 30 Oct 2013 03:04:28 PM EET Category: ai Severity: 3 - Normal

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread J. M. Gorbach
Follow-up Comment #9, bug #21239 (project freeciv): My suggestion tries to make these waves of units a valid tactic, as we see in most wargames. I agree and if there is a possibility to control with Lua script these waves... it's very interesting.

[Freeciv-Dev] [bug #21108] Tiny score-window

2013-10-30 Thread Marko Lindqvist
Update of bug #21108 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [bug #21060] Cosmetic issues in Windows installer language selection

2013-10-30 Thread Marko Lindqvist
Update of bug #21060 (project freeciv): Status:None = Ready For Test Assigned to: cproc = None Planned Release: = 2.4.1, 2.5.0, 2.6.0

[Freeciv-Dev] [bug #21159] 'mapimg colortest' causes assertion failures and server disconnection

2013-10-30 Thread Marko Lindqvist
Update of bug #21159 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Jacob Nevins
Follow-up Comment #1, bug #21242 (project freeciv): Do you know this to be new behaviour? I've certainly seen AI build spaceships in autogames (once I saw it sit with a complete but unlaunched spaceship for thousands of years while all its land sank beneath the waves, but that's another matter).

[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Marko Lindqvist
Follow-up Comment #2, bug #21242 (project freeciv): Do you know this to be new behaviour? While I remember the time AI was actively building spaceships (and even the time before that when it wasn't able to build spaceships), I don't think the behavior I'm seeing is *new* in freeciv development

[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-30 Thread Jacob Nevins
Follow-up Comment #3, bug #21242 (project freeciv): If you've seen AI to build spaceships *in classic ruleset*, then it does work. Attached is an example endgame from 2.3.4 with the default (now classic) ruleset where several AIs have spaceships and I think the game is won by space race. (And

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

2013-10-30 Thread Marko Lindqvist
Update of patch #3959 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [bug #20031] Amplio2 missing Maglev gfx

2013-10-30 Thread Marko Lindqvist
Update of bug #20031 (project freeciv): Status:None = Ready For Test Planned Release: 2.5.0 = 2.5.0, 2.6.0 ___ Follow-up Comment #1: Here's the maglev

[Freeciv-Dev] [task #7681] Distribute Windows build of Gtk3 client

2013-10-30 Thread Marko Lindqvist
Update of task #7681 (project freeciv): Planned Release: 2.5.0 = 2.4.1, 2.5.0 ___ Follow-up Comment #1: http://www.gtk.org/download/win32.php now lists gtk+-3.6.4