[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress
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) ___ Reply to this item at: http://gna.org/patch/?4608 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21796] AI coinage want vs marketplace want
Update of bug #21796 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #2: I'm testing attached fix - dividing coinage value by 10. (file #20344) ___ Additional Item Attachment: File name: CoinageValue.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?21796 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4563] Unit class refuel bases cache
Update of patch #4563 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4563 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4609] Native_Tile extras cache
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 ___ 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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?4609 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4609] Native_Tile extras cache
Update of patch #4609 (project freeciv): Planned Release: 2.6.0 = 2.4.3, 2.5.0, 2.6.0 ___ Follow-up Comment #1: S2_5 version. S2_4 version coming later. (file #20348) ___ Additional Item Attachment: File name: NativeTileExtrasCache-S2_5.patch Size:5 KB ___ Reply to this item at: http://gna.org/patch/?4609 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress
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. ___ Reply to this item at: http://gna.org/patch/?4608 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress
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. ___ Reply to this item at: http://gna.org/patch/?4608 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs
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. ___ Reply to this item at: http://gna.org/patch/?4602 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress
Follow-up Comment #5, patch #4608 (project freeciv): This would be an alternative solution to pre-fortress when/if implemented: patch #4555 ___ Reply to this item at: http://gna.org/patch/?4608 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress
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. ___ Reply to this item at: http://gna.org/patch/?4608 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4609] Native_Tile extras cache
Follow-up Comment #2, patch #4609 (project freeciv): - S2_4 version (file #20349) ___ Additional Item Attachment: File name: NativeTileExtrasCache-S2_4.patch Size:5 KB ___ Reply to this item at: http://gna.org/patch/?4609 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21796] AI coinage want vs marketplace want
Update of bug #21796 (project freeciv): Planned Release: = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?21796 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4601] Multiplayer ruleset: ai_effects.ruleset effect name - type
Update of patch #4601 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4601 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4600] Bump audio spec capstr
Update of patch #4600 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4600 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4505] Update md5.c to upstream revision 1.13
Update of patch #4505 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4505 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18872] md5.c gives warnings with clang toolchain
Update of bug #18872 (project freeciv): Summary: Freeciv gives warnings with clang toolchain = md5.c gives warnings with clang toolchain ___ Reply to this item at: http://gna.org/bugs/?18872 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress
Update of patch #4608 (project freeciv): Category:None = rulesets Planned Release: = 2.6.0 ___ 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) ___ Reply to this item at: http://gna.org/patch/?4608 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4610] AI won't build sea-only workers
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 ___ 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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?4610 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4589] City styles to depend on Styles
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) ___ Additional Item Attachment: File name: CityStyles-3.patch.bz2 Size:11 KB ___ Reply to this item at: http://gna.org/patch/?4589 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4611] city_style - style in nation rulesets
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 ___ Details: Rename city_style entry in nation rulesets as style. ___ 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 ___ Reply to this item at: http://gna.org/patch/?4611 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4564] Call is_airunit_refuel_point() only when needed
Update of patch #4564 (project freeciv): Status:None = Invalid Assigned to:None = cazfi Open/Closed:Open = Closed ___ 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. ___ Reply to this item at: http://gna.org/patch/?4564 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4612] Combat mood implementation
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 ___ 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. ___ Reply to this item at: http://gna.org/patch/?4612 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4487] [Metaticket] Music switching system
Update of patch #4487 (project freeciv): Depends on: = patch #4612 ___ Reply to this item at: http://gna.org/patch/?4487 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4487] [Metaticket] Music switching system
Update of patch #4487 (project freeciv): Depends on: = patch #4613 ___ Reply to this item at: http://gna.org/patch/?4487 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4613] Musicstyle Renaissance to all supplied rulesets
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 ___ 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). ___ Reply to this item at: http://gna.org/patch/?4613 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21038] Can't enter text with some CJK input methods = replace gtk+ DLLs with version 2.24.10
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) ___ Reply to this item at: http://gna.org/bugs/?21038 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4610] AI won't build sea-only workers
Update of patch #4610 (project freeciv): Planned Release: 2.6.0 = 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/patch/?4610 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21696] [patch] build fix: libfreeciv-srv.la depends on lua libraries
Update of bug #21696 (project freeciv): Status:None = Ready For Test Planned Release: = 2.4.3, 2.5.0, 2.6.0 ___ Follow-up Comment #3: Sorry, I had misread your original report. Patches attached. (file #20353, file #20354) ___ Additional Item Attachment: File name: LuaSrvLib.patchSize:0 KB File name: LuaSrvLib-S2_4.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?21696 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress
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. ___ Reply to this item at: http://gna.org/patch/?4608 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4610] AI won't build sea-only workers
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. ___ Reply to this item at: http://gna.org/patch/?4610 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs
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. ___ Reply to this item at: http://gna.org/patch/?4602 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev