[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-15 Thread Marko Lindqvist
Follow-up Comment #2, patch #4608 (project freeciv):

 When this ruleset is used online

This is related to what I wrote in patch #4602 - is civ2civ3 single-player or
multiplayer ruleset? So far I've considered it more like replacement of
single-player classic ruleset. As such, addition of pre-bases making
unnecessary complication to single-player game is not a good idea.

Reading the patch I also wonder if all the reqs are correct: Trench requiring
Airfield  Airbase? (though it seems to be illegal range Tile)


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[Freeciv-Dev] [bug #21796] AI coinage want vs marketplace want

2014-03-15 Thread Marko Lindqvist
Update of bug #21796 (project freeciv):

  Status:None = Ready For Test 

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Follow-up Comment #2:

I'm testing attached fix - dividing coinage value by 10.

(file #20344)
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Additional Item Attachment:

File name: CoinageValue.patch Size:0 KB


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[Freeciv-Dev] [patch #4563] Unit class refuel bases cache

2014-03-15 Thread Marko Lindqvist
Update of patch #4563 (project freeciv):

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


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[Freeciv-Dev] [patch #4609] Native_Tile extras cache

2014-03-15 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4609

 Summary: Native_Tile extras cache
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 15 Mar 2014 05:37:48 PM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Add list cached ruleset loading time listing extras that provide nativity on
tile for unit class. When checking tile nativity, iterate over this list only,
instead of iterating over all extras and checking each if they are relevant.



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File Attachments:


---
Date: Sat 15 Mar 2014 05:37:48 PM EET  Name: NativeTileExtrasCache.patch 
Size: 5kB   By: cazfi

http://gna.org/patch/download.php?file_id=20347

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[Freeciv-Dev] [patch #4609] Native_Tile extras cache

2014-03-15 Thread Marko Lindqvist
Update of patch #4609 (project freeciv):

 Planned Release:   2.6.0 = 2.4.3, 2.5.0, 2.6.0

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Follow-up Comment #1:

S2_5 version.

S2_4 version coming later.

(file #20348)
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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-15 Thread Davide Baldini
Follow-up Comment #3, patch #4608 (project freeciv):

Thanks Bardo for posting this patch here at Gna.

At Greatturn we also have a rationale behind the border claimed by trench and
fortress.
In [this discussion http://civland.org/forum/viewtopic.php?f=87t=848] we came
to the conclusion that, if trench has border_sq = -1, then fortress should
have border_sq = 1, otherwise the game would turn in a big spoil, as explained
by Ifaesfu on the linked thread.


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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-15 Thread David Fernandez
Follow-up Comment #4, patch #4608 (project freeciv):

Thanks Davide, since your games are the main source of feedback, I'll try to
make the rules here as similar as possible to the ones you use there. But keep
in mind that the version here is supposed to be designed to enjoy single
player games (with space race enabled, non-concurrent turns against the ai,
etc).
The way I see it, when I enable the claim border for the fortress, I can use
it to steal terrain from the AI, even when we are at peace, and they do not
consider it a threat, so I find it important to keep it disabled in single
player.

Said that, I think this pre-fortress is needed both for single and
multi-player. Else, you can stack pile your units with lot of engineers, move
them to enemy territory and build a fortress at end of turn, that will appear
finished at start of next turn, when it is time for the ai to attack you. It
is an exploit that bypass the killstack rules, and makes it rutinary and
boring to conquer the ai cities. I try to avoid it in my games as a house
rule, but I think it is important to fix it in the ruleset.

Reading the patch I also wonder if all the reqs are correct: Trench requiring
Airfield  Airbase? (though it seems to be illegal range Tile)

Oh, I'll check it. I added that condition to avoid trenchs or fortress in the
same tile than airfields or airbases, and it seems to work in my tests. I'll
make a version for trunk and I'll try to fix it.

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[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs

2014-03-15 Thread David Fernandez
Follow-up Comment #1, patch #4602 (project freeciv):

My 2 cents here.
The ruleset civ2civ3 was designed mainly for single player games: it slows
down the gameplay, tries to make more challenging the space race, there are
several wonders that affects ai_love, and I think the combat rules work better
in non-concurrent mode...

But at same time it tries to take into account, and to avoid, any possible
exploit of the rules, so it can be possible to use it online.
It seems that online players like to use it for long turn games (or great
turn), with some minor changes. They use to double (or triple) the movement
points of every unit, to add a pre-fortress, and change the effect or cost of
some wonders, mainly.

I also wondered if the version hosted here should be optimized for single or
multiplayer, because most of the feedback comes from online players. Until
now, I have tried to design it for single player, but to try to reduce to the
minimum the changes needed to enjoy it online.

Anyway, I think civ2civ3 ruleset can not be used to play quick online games
(contrary to long turn where 1 turn = 1 day), and so it can not replace the
current multiplayer ruleset. But please, let me know if someone tested it
this way.

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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-15 Thread David Fernandez
Follow-up Comment #5, patch #4608 (project freeciv):

This would be an alternative solution to pre-fortress when/if implemented:
patch #4555

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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-15 Thread Davide Baldini
Follow-up Comment #6, patch #4608 (project freeciv):

I see your point, Bardo. It's hard to embrace all the different types of game
with one ruleset, like single-player, multi-player, short-turn and long-turn.
Having fortress not claiming any land border seems to me too to be the
preferable choice, since the ruleset will have to cover all the possible types
of game.

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[Freeciv-Dev] [patch #4609] Native_Tile extras cache

2014-03-15 Thread Marko Lindqvist
Follow-up Comment #2, patch #4609 (project freeciv):

- S2_4 version

(file #20349)
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Additional Item Attachment:

File name: NativeTileExtrasCache-S2_4.patch Size:5 KB


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[Freeciv-Dev] [bug #21796] AI coinage want vs marketplace want

2014-03-15 Thread Marko Lindqvist
Update of bug #21796 (project freeciv):

 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [patch #4601] Multiplayer ruleset: ai_effects.ruleset effect name - type

2014-03-15 Thread Marko Lindqvist
Update of patch #4601 (project freeciv):

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


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[Freeciv-Dev] [patch #4600] Bump audio spec capstr

2014-03-15 Thread Marko Lindqvist
Update of patch #4600 (project freeciv):

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


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[Freeciv-Dev] [patch #4505] Update md5.c to upstream revision 1.13

2014-03-15 Thread Marko Lindqvist
Update of patch #4505 (project freeciv):

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


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[Freeciv-Dev] [bug #18872] md5.c gives warnings with clang toolchain

2014-03-15 Thread Marko Lindqvist
Update of bug #18872 (project freeciv):

 Summary: Freeciv gives warnings with clang toolchain = md5.c
gives warnings with clang toolchain


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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-15 Thread Marko Lindqvist
Update of patch #4608 (project freeciv):

Category:None = rulesets   
 Planned Release: = 2.6.0  

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Follow-up Comment #7:

 Said that, I think this pre-fortress is needed both for single
 and multi-player.

Ok, but for TRUNK only. In S2_5 savegame compatibility must be maintained both
ways (and savegame with pre-fortress built wouldn't load to older version)


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[Freeciv-Dev] [patch #4610] AI won't build sea-only workers

2014-03-15 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4610

 Summary: AI won't build sea-only workers
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 16 Mar 2014 04:21:21 AM EET
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Once sea-only worker units become avilable in my ruleset, AI failed to build
any workers capable of moving on land. That's because it blindly takes the
latest available worker type, and that happened to be the sea-only one.

Attached patch improves the situation a bit by making sure that AI never
builds sea-only workers. If presented with a choice between land-only and
sea-only workers, it will build land-only ones.

This patch is not as counter-productive as one may think (why don't you
really fix it?) as almost all of the code added is about building the
framework for AI to select role units based on where they can move. That's
certainly needed in full fix to make AI to build different units based on
where they are needed.



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File Attachments:


---
Date: Sun 16 Mar 2014 04:21:21 AM EET  Name: LandSettlers.patch  Size: 6kB  
By: cazfi

http://gna.org/patch/download.php?file_id=20350

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[Freeciv-Dev] [patch #4589] City styles to depend on Styles

2014-03-15 Thread Marko Lindqvist
Follow-up Comment #2, patch #4589 (project freeciv):

- Fixed handling of cases where the style defined in nation ruleset is not
defined in styles.ruleset

(file #20351)
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Additional Item Attachment:

File name: CityStyles-3.patch.bz2 Size:11 KB


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[Freeciv-Dev] [patch #4611] city_style - style in nation rulesets

2014-03-15 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4611

 Summary: city_style - style in nation rulesets
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 16 Mar 2014 04:48:28 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Rename city_style entry in nation rulesets as style.




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File Attachments:


---
Date: Sun 16 Mar 2014 04:48:28 AM EET  Name: NationRulesetStyle.patch.bz2 
Size: 16kB   By: cazfi

http://gna.org/patch/download.php?file_id=20352

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[Freeciv-Dev] [patch #4564] Call is_airunit_refuel_point() only when needed

2014-03-15 Thread Marko Lindqvist
Update of patch #4564 (project freeciv):

  Status:None = Invalid
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Inspected the code, all callers seem ok. I guess all the calls come from AI
playing with virtual air units, long before they are even available, to
determine how useful they would be.

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[Freeciv-Dev] [patch #4612] Combat mood implementation

2014-03-15 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4612

 Summary: Combat mood implementation
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 16 Mar 2014 05:20:17 AM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

From patch #4487:
The mood would not be directly determined from the official diplomatic
states, but even if you don't have officially signed peace treaty with
everyone, lack of any actual battles over several turns would be considered as
sign that the war is not active

This ticket is about implementing that part of the moods.





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[Freeciv-Dev] [patch #4487] [Metaticket] Music switching system

2014-03-15 Thread Marko Lindqvist
Update of patch #4487 (project freeciv):

  Depends on: = patch #4612


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[Freeciv-Dev] [patch #4487] [Metaticket] Music switching system

2014-03-15 Thread Marko Lindqvist
Update of patch #4487 (project freeciv):

  Depends on: = patch #4613


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[Freeciv-Dev] [patch #4613] Musicstyle Renaissance to all supplied rulesets

2014-03-15 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4613

 Summary: Musicstyle Renaissance to all supplied rulesets
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 16 Mar 2014 05:30:26 AM EET
Category: rulesets
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Currently some of the supplied rulesets have city  music styles
Renaissance, while most don't. I think the musicstyle should be added for
all rulesets.

The con of such a change is that with current chart through music styles (but
which is no way forced by the ruleset format) nation styles stop playing any
role once there's any newer musicstyle available. At the moment nations have
their own style until Industrialization, adding Renaissance would mean that
all nations would have the same musics from earlier phase.
Change in music within single game might be more important than difference
between the games (run with different nations).




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[Freeciv-Dev] [bug #21038] Can't enter text with some CJK input methods = replace gtk+ DLLs with version 2.24.10

2014-03-15 Thread Marko Lindqvist
Follow-up Comment #14, bug #21038 (project freeciv):

 Sadly still true; and taka's upstream bug remains open (someone
 last poked it on Jan 6).

There's also an comment that 2.24.10 has a massive memory leak on Windows,
mostly fixed in 2.24.14. So I would be quite happy to have some version
between 2.24.14 and 2.24.20 bulndled (as we're not aware of freeciv-affecting
bugs in those)

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[Freeciv-Dev] [patch #4610] AI won't build sea-only workers

2014-03-15 Thread Marko Lindqvist
Update of patch #4610 (project freeciv):

 Planned Release:   2.6.0 = 2.5.0, 2.6.0   


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[Freeciv-Dev] [bug #21696] [patch] build fix: libfreeciv-srv.la depends on lua libraries

2014-03-15 Thread Marko Lindqvist
Update of bug #21696 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.4.3, 2.5.0, 2.6.0

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Follow-up Comment #3:

Sorry, I had misread your original report.

Patches attached.

(file #20353, file #20354)
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File name: LuaSrvLib.patchSize:0 KB
File name: LuaSrvLib-S2_4.patch   Size:0 KB


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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-15 Thread David Fernandez
Follow-up Comment #8, patch #4608 (project freeciv):

I see. Then I guess there is no hurry for the trunk patch. I personally like
to keep both versions the same, at least until I can finish my tests with
v2.5.

Anyway, let me point here the 2 possibilities I see to exploit this fortress
hole, in case there is an alternative solution:

1) You use a pile of 3 engineers (with 2 movement points) to move to an enemy
tile that cost 1 mp (plains, desert...), and the remaining mp is used to
finish the fortress.

2) You use triremes to move 3 workers to an enemy river. The triremes seem to
ignore the enemy border, and also to bypass the slow invasion option, so you
can use the mp of the workers to finish the fortress.

3) In long turn games there are many other situations because the movement of
workers/engineers is increased. And I guess they will keep using his own
version with pre-fortress.

In some online games they removed the capability of triremes to move in rivers
because it is a source for this kind of exploits, and I think it might be a
good decision.

For S2_5, why don't we change the default turn mode from concurrent to
alternate? I suppose it'd avoid this kind of problems related to fortresses
and fortified units, at least in single player.

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[Freeciv-Dev] [patch #4610] AI won't build sea-only workers

2014-03-15 Thread David Fernandez
Follow-up Comment #1, patch #4610 (project freeciv):

Good to know, because there are sea-only workers in civ2civ3 rules too.
I gave the flag settlers to transports so they can clean up pollution on
oceans (the only working activity available on sea apart of building buoys),
and I did it mainly to help the ai.
Please, let me know if this can be problematic for the ai.

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[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs

2014-03-15 Thread anonymous
Follow-up Comment #2, patch #4602 (project freeciv):

Some comments on the longturn experience with the multiplayer ruleset can be
found here.

http://forum.longturn.org/viewtopic.php?id=130

This ruleset began as Book's Rewonder ruleset. I don't think it has ever been
fixed or improved since.

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