[Freeciv-Dev] [patch #4387] Store client options inside .freeciv/

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #8, patch #4387 (project freeciv): Just a quick note that I've tried to get fontconfig in crosser (cross-compilation to windows) updated. While going through fontconfig mailing lists to see if the problems I'm encountering are already reported, I notice how all the Windows build

[Freeciv-Dev] [bug #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #11, bug #21115 (project freeciv): For effect reqs nreqs, I think the plan now is: S2_4: nreqs must be used, patch ruleset sanity checking to disallow negated = TRUE reqs 2.6: nreqs are to be removed (or only deprecated?). present = FALSE reqs must be used. What about S2_5?

[Freeciv-Dev] [bug #17887] Tech prerequisites misdisplayed in help if root_req set

2014-01-04 Thread Marko Lindqvist
Update of bug #17887 (project freeciv): Depends on: = patch #4399 ___ Reply to this item at: http://gna.org/bugs/?17887 ___ Message sent

[Freeciv-Dev] [bug #17887] Tech prerequisites misdisplayed in help if root_req set

2014-01-04 Thread Marko Lindqvist
Update of bug #17887 (project freeciv): Depends on: = patch #4397 ___ Reply to this item at: http://gna.org/bugs/?17887 ___ Message sent

[Freeciv-Dev] [bug #17887] Tech prerequisites misdisplayed in help if root_req set

2014-01-04 Thread Marko Lindqvist
Update of bug #17887 (project freeciv): Depends on: = bugs #21435 ___ Reply to this item at: http://gna.org/bugs/?17887 ___ Message sent

[Freeciv-Dev] [bug #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #12, bug #21115 (project freeciv): Oh, if we are still going to release 2.3.5, sanity check patch planned for S2_4 should go to S2_3 too. ___ Reply to this item at: http://gna.org/bugs/?21115

[Freeciv-Dev] [bug #21414] Huts in S2_5 savegame loaded into trunk as pollution

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #3, bug #21414 (project freeciv): It's a bit of a mess that roads use compatibility definitions in ruleset (ROCO_xxx) while other specials are converted by rule_name. Former is introduced in 2.5, so it's not yet been in any release nor is format yet frozen - maybe we should

[Freeciv-Dev] [patch #4377] Remove hardcoded restriction that huts cannot exist on Oceanic terrains

2014-01-04 Thread Marko Lindqvist
Update of patch #4377 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [bug #21416] Alien ruleset specialists don't have human-friendly names or descriptions

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #2, bug #21416 (project freeciv): Presumably because it predates the names being ruleset defineable. Let's add some history here in case it helps with some other issues: 1) Alien ruleset started off as copy from my stub ruleset 2) Both stub ruleset and alien ruleset (until

[Freeciv-Dev] [patch #4404] Copy specialists related ruleset comments from classic to alien

2014-01-04 Thread Marko Lindqvist
URL: http://gna.org/patch/?4404 Summary: Copy specialists related ruleset comments from classic to alien Project: Freeciv Submitted by: cazfi Submitted on: Sat 04 Jan 2014 01:00:25 PM EET Category: rulesets

[Freeciv-Dev] [patch #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/patch/?4405 Summary: Move automatic road/base messages (New hope sweeps like fire...) to Lua script? Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 11:31:01 2014 Category: None

[Freeciv-Dev] [bug #21416] Alien ruleset specialists don't have human-friendly names or descriptions

2014-01-04 Thread Jacob Nevins
Follow-up Comment #3, bug #21416 (project freeciv): It seems something has gone awry (human error most likely) when some specialist related changes were made to ruleset format/default ruleset (This happened in patch #2050 for 2.3.0, if that helps.)

[Freeciv-Dev] [patch #4392] Hidden resources which can be revealed by tech advances

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, patch #4392 (project freeciv): Also, rather than implementing simple reveal-and-never-hide feature, I think more general appear and disappear framework that could model anything of revealing, hiding, depleting, actual appearance and disappearance, growing, falling

[Freeciv-Dev] [patch #4387] Store client options inside .freeciv/

2014-01-04 Thread Jacob Nevins
Follow-up Comment #9, patch #4387 (project freeciv): (Since we're discussing the XDG directory spec here) another thing that makes me a bit uneasy about using that for Freeciv is that it mandates a default fallback to a system-wide directory (under /etc/xdg) for config. I'm not sure that's

[Freeciv-Dev] [patch #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, patch #4405 (project freeciv): Don't know if it matters, but remember that it's not necessarily exactly new tech made one new road generally possible. Even classic ruleset has Bridge Building technology that doesn't allow *new* road types, but one to build existing roads on

[Freeciv-Dev] [patch #4392] Hidden resources which can be revealed by tech advances

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #3, patch #4392 (project freeciv): This concern is specific to the cases where player knowledge is kept incomplete. Right. What I have had in mind system where the extras get actually created when they should be made visible, rather than keeping them hidden from players until

[Freeciv-Dev] [patch #4392] Hidden resources which can be revealed by tech advances

2014-01-04 Thread Jacob Nevins
Follow-up Comment #4, patch #4392 (project freeciv): I take it the difference between the two systems (property that one player can know the extra and the other not) is important to you? Absolutely -- I think it's vital for certain rulesets involving strategic resources. You don't even know

[Freeciv-Dev] [patch #4392] Hidden resources which can be revealed by tech advances

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #5, patch #4392 (project freeciv): Civ III has it. It just that I always thought that it would be better if resources were revealed to everybody when first one reached the required tech - even if you don't know the tech details well enough to use it yourself, there's some

[Freeciv-Dev] [patch #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, patch #4405 (project freeciv): Don't know if it matters, but remember that it's not necessarily exactly new tech made one new road generally possible. Indeed, it's not necessarily a tech that triggers it any more (although I think that's all we'll handle at the moment?)

[Freeciv-Dev] [bug #21436] Connect with rail can no longer build roads first

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/bugs/?21436 Summary: Connect with rail can no longer build roads first Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 13:44:38 2014 Category: None Severity: 3 - Normal

Re: [Freeciv-Dev] [patch #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Marko Lindqvist
On 4 January 2014 15:29, Jacob Nevins no-reply.invalid-addr...@gna.org wrote: I had not noticed that we'd got rid of free city bridges in the classic ruleset by not having AlwaysOnCityCenter, although now I see it was discussed extensively in patch #3522 and patch #3826. We should remember to

[Freeciv-Dev] [bug #21436] Connect with rail can no longer build roads first

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #21436 (project freeciv): This is presumably caused by gen-roads, and might be hard to solve in general I assume we will be able to re-use most of the code used to solve similar problem on placing railroads from editor.

[Freeciv-Dev] [bug #21427] Nationset rule_name mandatory

2014-01-04 Thread Jacob Nevins
Update of bug #21427 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn ___ Follow-up Comment #3: Maybe this ticket

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, bug #21403 (project freeciv): Should it even be possible for units to remove AutoOnCityCenter extras? Since they are liable to pop into existence when a new tech is discovered, I tend to think they should not be removeable. The distinction for me is that AlwaysOnCityCenter

[Freeciv-Dev] Ruleset object deprecation (was: [bug #21428] Number of extras defined by the ruleset (= 8) are lower than the number in the savefile (= 10))

2014-01-04 Thread Jacob Nevins
Marko Lindqvist writes: Follow-up Comment #1, bug #21428 (project freeciv): [...] I've started designing Ruleset object deprecation -feature, maybe making its debut in 3.0. I've been thinking about this sort of thing too, so I'd be interested in your ideas. For instance, if advances in

[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/bugs/?21437 Summary: Autosettlers ignoring special resources (mining hills without coal when coal is available) Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 16:27:24 2014 Category: None

[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #21437 (project freeciv): I'm not sure what useful diagnostics I can provide. Savegame is enough for me to check myself, but with future autosettler problems you may want to correlate which tiles city is currently working to ones autosettler starts to improve (the

[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, bug #21437 (project freeciv): The scenario editor lets us be a bit scientific with this. Savegame attached where half the world is hills, the other half grass (so that there's something to eat), and half of the hills within the city radius have coal. After loading this, I

[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Jacob Nevins
Follow-up Comment #3, bug #21437 (project freeciv): you may want to correlate which tiles city is currently working to ones autosettler starts to improve Missed this in previous tests, but I just redid trunk, and city was only ever working a grass tile; worker built road to it and then they

[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #4, bug #21437 (project freeciv): btw. This is the first bug report ever where one should specify AI type used. :-) But I just assume you're using classic AI, and not threaded one, which does this part a bit differently.

[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Jacob Nevins
Follow-up Comment #5, bug #21437 (project freeciv): btw. This is the first bug report ever where one should specify AI type used. :-) :) FWIW, I do actually have threaded AI built in (--enable-ai-static=classic,threaded), just because. But when I start a game with aifill (unlike this one),

Re: [Freeciv-Dev] Ruleset object deprecation (was: [bug #21428] Number of extras defined by the ruleset (= 8) are lower than the number in the savefile (= 10))

2014-01-04 Thread Marko Lindqvist
On 4 January 2014 16:15, Jacob Nevins 0jacobnk.fc...@chiark.greenend.org.uk wrote: Marko Lindqvist writes: Follow-up Comment #1, bug #21428 (project freeciv): [...] I've started designing Ruleset object deprecation -feature, maybe making its debut in 3.0. I've been thinking about this sort

[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #6, bug #21437 (project freeciv): How is it determined which AI is used for autosettlers? It doesn't show up in /list players. - new ticket? Maybe /list players should show AI type associated to human players too, as it affects advisors. AI type associated with player cannot

[Freeciv-Dev] [patch #4406] players_in_same_range() and other refactoring

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/patch/?4406 Summary: players_in_same_range() and other refactoring Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 19:13:44 2014 Category: None Priority: 5 - Normal

[Freeciv-Dev] [patch #4388] Requirement range Team

2014-01-04 Thread Jacob Nevins
Update of patch #4388 (project freeciv): Depends on: = patch #4406 ___ Reply to this item at: http://gna.org/patch/?4388 ___ Message sent

[Freeciv-Dev] [patch #4388] Requirement range Team

2014-01-04 Thread Jacob Nevins
Update of patch #4388 (project freeciv): Status:None = In Progress Assigned to:None = jtn Planned Release: = 2.6.0

[Freeciv-Dev] [patch #4406] players_in_same_range() and other refactoring

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, patch #4406 (project freeciv): Invent new players_in_same_range() for use in the various functions that look for player with some property within a requirement range. Sorry for leaving that out when implementing Alliance range. I considered it, but then listened inner

[Freeciv-Dev] [patch #4407] Move requirement range/survives sanity checking from req_from_str() to rssanity.c

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/patch/?4407 Summary: Move requirement range/survives sanity checking from req_from_str() to rssanity.c Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 19:24:19 2014 Category: None

[Freeciv-Dev] [patch #4406] players_in_same_range() and other refactoring

2014-01-04 Thread Jacob Nevins
Follow-up Comment #2, patch #4406 (project freeciv): No problem :) (I also considered a players_range_iterate() like city_range_iterate() in the AI, but decided that was overdoing it.) (file #19667) ___ Additional Item Attachment: File

[Freeciv-Dev] [patch #4388] Requirement range Team

2014-01-04 Thread Jacob Nevins
Follow-up Comment #1, patch #4388 (project freeciv): Very early WIP. Not a commit candidate because: * Untested * Not written help yet because patch #4400 still WIP * Not updated README.effects because patch #4401 still WIP One notable decision: wrt bug #21415, I have decided to have the AI

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #3, bug #21403 (project freeciv): Should it even be possible for units to remove AutoOnCityCenter extras? 1) Maybe it's semantics, but unlike with the ALWAYS -flag this should not be hard rule. 2) It's actually right thing to do in some situations. It's *not* guaranteed that

[Freeciv-Dev] [bug #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-01-04 Thread Jacob Nevins
Follow-up Comment #13, bug #21115 (project freeciv): S2_4: nreqs must be used, patch ruleset sanity checking to disallow negated = TRUE reqs Oh, if we are still going to release 2.3.5, sanity check patch planned for S2_4 should go to S2_3 too. Hm, I'm not wild about potentially disallowing

[Freeciv-Dev] [patch #4408] Check for AutoOnCityCenter extras in more circumstances (not just gaining tech)

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/patch/?4408 Summary: Check for AutoOnCityCenter extras in more circumstances (not just gaining tech) Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 19:59:34 2014 Category: None

[Freeciv-Dev] [patch #4408] Check for AutoOnCityCenter extras in more circumstances (not just gaining tech)

2014-01-04 Thread Jacob Nevins
Follow-up Comment #1, patch #4408 (project freeciv): ...maybe Government too? ___ Reply to this item at: http://gna.org/patch/?4408 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #14, bug #21115 (project freeciv): Hm, I'm not wild about potentially disallowing rulesets on stable branches. True, that would be quite blatantly against datafile format freeze. log_error() (limited to one client popup even if there's multiple negated reqs) sounds sensible -

[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-04 Thread Jacob Nevins
Follow-up Comment #4, bug #21403 (project freeciv): It's not guaranteed that the extra will pop up back, for example if city has new owner who does not know required tech to rebuild it Good point -- in my world, the can-we-pillage test would have to include would this extra currently be

[Freeciv-Dev] [patch #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Jacob Nevins
Follow-up Comment #3, patch #4405 (project freeciv): another plausible place we should be calling upgrade_all_city_extras() is on building wonders Now covered by patch #4408. ___ Reply to this item at: http://gna.org/patch/?4405

[Freeciv-Dev] [bug #21438] freeciv-manual -r rulesetdir option doesn't work

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/bugs/?21438 Summary: freeciv-manual -r rulesetdir option doesn't work Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 20:19:33 2014 Category: None Severity: 2 - Minor

[Freeciv-Dev] [bug #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-01-04 Thread Jacob Nevins
Follow-up Comment #15, bug #21115 (project freeciv): Just to make sure we don't do duplicate work: have you done any work to convert our rulesets? No. ___ Reply to this item at: http://gna.org/bugs/?21115

[Freeciv-Dev] [bug #21439] diplomat can't bribe trireme

2014-01-04 Thread anonymous
URL: http://gna.org/bugs/?21439 Summary: diplomat can't bribe trireme Project: Freeciv Submitted by: None Submitted on: sab 04 gen 2014 21:06:45 UTC Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #21440] Unique achievements aren't unique in the event of a tie?

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/bugs/?21440 Summary: Unique achievements aren't unique in the event of a tie? Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 21:11:46 2014 Category: None Severity: 3 -

[Freeciv-Dev] [bug #21439] diplomat can't bribe trireme

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #21439 (project freeciv): I'll check the savegame later, but one should remember that even cargo of the transport counts against the unit to be bribed must be alone in the tile -rule, so the trireme may carry someone protecting it from bribing.

[Freeciv-Dev] [bug #21441] Gained achievements not visible to client

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/bugs/?21441 Summary: Gained achievements not visible to client Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 21:15:00 2014 Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #21442] Client could report incomplete effect knowledge in city dialog

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/bugs/?21442 Summary: Client could report incomplete effect knowledge in city dialog Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 21:19:46 2014 Category: client Severity:

[Freeciv-Dev] [patch #4409] Script-defined achievements

2014-01-04 Thread Jacob Nevins
URL: http://gna.org/patch/?4409 Summary: Script-defined achievements Project: Freeciv Submitted by: jtn Submitted on: Sat Jan 4 21:33:10 2014 Category: None Priority: 5 - Normal Status:

[Freeciv-Dev] [patch #4406] players_in_same_range() and other refactoring

2014-01-04 Thread Jacob Nevins
Update of patch #4406 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #3: After a bit of testing, I'm considering this ready to commit.

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

2014-01-04 Thread J. M. Gorbach
Follow-up Comment #3, patch #4011 (project freeciv): I checked another time... I added scripting lua (transform terrain -mountain- and place resource -gold-) in the scenario. If I turn ocean, deep ocean or lake in mountains, there are error messages. Same position, exactly on sanity_check(). If

[Freeciv-Dev] [bug #17301] Experimental ruleset enables 'foggedborders' without borders=SEE_INSIDE

2014-01-04 Thread Jacob Nevins
Follow-up Comment #7, bug #17301 (project freeciv): This is still bothering me. I'd like more rulesets to used foggedborders by default, but I feel I can't recommend it due to the issue described here. As an alternative to SEE_INSIDE, what would people think of a server option where you always

[Freeciv-Dev] [bug #21384] Client segfault in fill_grid_sprite_array on server shutdown or player /remove

2014-01-04 Thread Jacob Nevins
Follow-up Comment #8, bug #21384 (project freeciv): Postscript: cazfi actually spotted this problem nearly two years ago. From bug #18588 comment 1: I suspect that there's similar problem when tile owner is removed from game. Remaining players may still have him as owner of the tile in their

[Freeciv-Dev] [bug #21440] Unique achievements aren't unique in the event of a tie?

2014-01-04 Thread Marko Lindqvist
Update of bug #21440 (project freeciv): Category:None = general Status:None = In Progress Assigned to:None = cazfi

[Freeciv-Dev] [bug #21436] Connect with rail can no longer build roads first

2014-01-04 Thread Marko Lindqvist
Update of bug #21436 (project freeciv): Category:None = client Status:None = In Progress Assigned to:None = cazfi

[Freeciv-Dev] [bug #21427] Nationset rule_name mandatory

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #4, bug #21427 (project freeciv): How about this patch? Approved. ___ Reply to this item at: http://gna.org/bugs/?21427 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [patch #4409] Script-defined achievements

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, patch #4409 (project freeciv): I've had the idea about requirement type Lua for years, where lua script would be consulted if requirement is fullfilled or not. It would be available for more things (all requirement ranges, for starters) than having such req only via

[Freeciv-Dev] [patch #4380] No on-the-limit bonus for negative Size_Adj

2014-01-04 Thread Marko Lindqvist
Update of patch #4380 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #4381] Save action enablers, disasters, and achievements from freeciv-ruledit

2014-01-04 Thread Marko Lindqvist
Update of patch #4381 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [bug #21443] Empty global_init_techs not saved

2014-01-04 Thread Marko Lindqvist
URL: http://gna.org/bugs/?21443 Summary: Empty global_init_techs not saved Project: Freeciv Submitted by: cazfi Submitted on: Sun 05 Jan 2014 04:25:36 AM EET Category: freeciv-ruledit Severity: 3 - Normal

[Freeciv-Dev] [patch #4385] Do not send our own style bits to SDL_ttf

2014-01-04 Thread Marko Lindqvist
Update of patch #4385 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [bug #21414] Huts in S2_5 savegame loaded into trunk as pollution

2014-01-04 Thread Marko Lindqvist
Update of bug #21414 (project freeciv): Category:None = general Status: Ready For Test = Fixed Open/Closed:Open = Closed

[Freeciv-Dev] [bug #21439] diplomat can't bribe trireme

2014-01-04 Thread Marko Lindqvist
Update of bug #21439 (project freeciv): Category:None = general Status:None = Invalid Assigned to:None = cazfi Open/Closed:

Re: [Freeciv-Dev] Ruleset object deprecation (was: [bug #21428] Number of extras defined by the ruleset (= 8) are lower than the number in the savefile (= 10))

2014-01-04 Thread Marko Lindqvist
On 4 January 2014 20:12, Marko Lindqvist cazf...@gmail.com wrote: On 4 January 2014 16:15, Jacob Nevins 0jacobnk.fc...@chiark.greenend.org.uk wrote: Marko Lindqvist writes: Follow-up Comment #1, bug #21428 (project freeciv): [...] I've started designing Ruleset object deprecation -feature,

[Freeciv-Dev] [patch #4408] Check for AutoOnCityCenter extras in more circumstances (not just gaining tech)

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #2, patch #4408 (project freeciv): As with city range requirements, I would go to check once a turn model with this. 1) Any kind of requirement gets checked, and at well-defined point (unlike enabler itself not being checked, but getting noticed next time something completely

[Freeciv-Dev] [patch #4405] Move automatic road/base messages (New hope sweeps like fire...) to Lua script?

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #4, patch #4405 (project freeciv): I had not noticed that we'd got rid of free city bridges in the classic ruleset by not having AlwaysOnCityCenter, although now I see it was discussed extensively in patch #3522 and patch #3826. We should remember to put that in NEWS.

[Freeciv-Dev] [bug #21436] Connect with rail can no longer build roads first

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #2, bug #21436 (project freeciv): might be hard to solve in general Note, however, that updates to user interface have been minimal - full potential of gen-roads and extras is not exposed to users. There's no such thing as connect gen-road as there's only connect with

[Freeciv-Dev] [bug #21440] Unique achievements aren't unique in the event of a tie?

2014-01-04 Thread Marko Lindqvist
Update of bug #21440 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #1: So far untested fix. (file #19673) ___

[Freeciv-Dev] [bug #21438] freeciv-manual -r rulesetdir option doesn't work

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #21438 (project freeciv): Printing curently selected rulesetdir (game.server.rulesetdir) in various places shows that it changes from user requested one to classic in game_init() ___ Reply to this item at:

[Freeciv-Dev] [bug #21438] freeciv-manual -r rulesetdir option doesn't work

2014-01-04 Thread Marko Lindqvist
Update of bug #21438 (project freeciv): Category:None = general Status:None = Ready For Test Planned Release: = 2.3.5, 2.4.2, 2.5.0, 2.6.0

[Freeciv-Dev] [patch #4402] Fix typo that allowed custom formats only up to sizeof(char*)

2014-01-04 Thread Marko Lindqvist
Update of patch #4402 (project freeciv): Status:None = Ready For Test Assigned to:None = cazfi Planned Release: = 2.3.5, 2.4.2, 2.5.0, 2.6.0

[Freeciv-Dev] [patch #4389] Ruleset-defined maximum city map radius (for UI, etc)

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, patch #4389 (project freeciv): My vote would go to simply scanning ruleset loading time if there's any city radius affecting effects in the ruleset. If there is, keep current behavior (or calculate upper bound that all such effects together could have, no matter if they can

[Freeciv-Dev] [bug #17301] Experimental ruleset enables 'foggedborders' without borders=SEE_INSIDE

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #8, bug #17301 (project freeciv): As an alternative to SEE_INSIDE, what would people think of a server option where you always know where your own borders are, but other players' are fogged? That sounds like an improvement to current situation (unlike the SEE_INSIDE

[Freeciv-Dev] [bug #21410] Gen-road unit orders not loaded correctly from savefile?

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #21410 (project freeciv): I couldn't conveniently set up a good test case What about Railroad? There's connect with railroad (ROCO_RAIL) way to get railroad building in to saved orders. If it's then considered OLD_ROAD, and not OLD_RAIL, at the time of converting from

[Freeciv-Dev] [bug #21382] Apparent off-by-one in road and base editor tools

2014-01-04 Thread Marko Lindqvist
Update of bug #21382 (project freeciv): Category: client-gtk-2.0 = client Status:None = Ready For Test Assigned to:None = cazfi

[Freeciv-Dev] [patch #4411] Convert supplied ruleset effects to use present = FALSE instead of nreqs

2014-01-04 Thread Marko Lindqvist
URL: http://gna.org/patch/?4411 Summary: Convert supplied ruleset effects to use present = FALSE instead of nreqs Project: Freeciv Submitted by: cazfi Submitted on: Sun 05 Jan 2014 08:40:54 AM EET Category: rulesets

[Freeciv-Dev] [bug #20030] Amplio2 missing civ2civ3 wonder gfx

2014-01-04 Thread Marko Lindqvist
Follow-up Comment #4, bug #20030 (project freeciv): Unfortunately licensing issues prevent us from taking Temple of Artemis or Mausoleum of Mausolos. Attached patch is for Temple of Zeus. In addition to applying this, one should copy the image as data/wonders/statue_of_zeus.png. Inspection