[Freeciv-Dev] [bug #22241] Nation help uses rule name, not translated name
Update of bug #22241 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22241 ___ 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 #22246] Unit trade route help claims restriction that doesn't exist
Update of bug #22246 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22246 ___ 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 #4789] allow_holes settings for tech loss
Update of patch #4789 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4789 ___ 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 #22247] multiplayer ruleset: disable trade routes in game.ruleset
Update of bug #22247 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22247 ___ 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 #4876] Miscellaneous updates to help for 2.5+
Update of patch #4876 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4876 ___ 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 #4521] helpdata.txt updates for gen-roads/extras (e.g. pillaging)
Update of patch #4521 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4521 ___ 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 #3794] Help updates for 2.5+ nationality changes (happiness, unit nationality, etc)
Update of patch #3794 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3794 ___ 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 #4874] Help updates for 2.5+ generalised trade routes
Update of patch #4874 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4874 ___ 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 #4871] Update help for generalised ZOC
Update of patch #4871 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4871 ___ 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 #22159] Gtk2 research report redraw slow with experimental ruleset
Follow-up Comment #1, bug #22159 (project freeciv): the use of root_reqs. But S2_4 uses them too Wait, no it doesn't, we took them out at the last minute. Anyway. On S2_5, removing the root_reqs from the experimental ruleset removes the slowdown. It seems somehow related to which or how many root_reqs there are. If I remove root reqs from every tech in the ruleset in order up to but not including Automobile, it's still slow. Additionally removing from Automobile makes it noticeably faster. Just removing Automobile's root_req and leaving all the others makes it noticeably faster (not sure if by the same amount). This slowness seems correlated with a delay starting the game (spawned server so can't tell if it's in client or server). Can anyone else reproduce this behaviour? ___ Reply to this item at: http://gna.org/bugs/?22159 ___ 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 #4886] Network protocol: Send each effect rule in a single packet.
URL: http://gna.org/patch/?4886 Summary: Network protocol: Send each effect rule in a single packet. Project: Freeciv Submitted by: sveinung Submitted on: Tue 01 Jul 2014 12:33:31 PM UTC Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: sveinung Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: Thanks to the work of Emmet Hikory persia effects now use a single requirement vector. This makes it easy to simplify the network protocol. Remember to update the network capsting when committing this. ___ File Attachments: --- Date: Tue 01 Jul 2014 12:33:31 PM UTC Name: 0002-Network-protocol-Send-each-effect-rule-in-a-single-p.patch Size: 5kB By: sveinung http://gna.org/patch/download.php?file_id=21231 ___ Reply to this item at: http://gna.org/patch/?4886 ___ 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 #22255] Nitpick: The generated unit helptext says that a unit is ubribable twice
URL: http://gna.org/bugs/?22255 Summary: Nitpick: The generated unit helptext says that a unit is ubribable twice Project: Freeciv Submitted by: sveinung Submitted on: Tue 01 Jul 2014 02:53:06 PM UTC Category: rulesets Severity: 3 - Normal Priority: 3 - Low Status: Ready For Test Assigned to: sveinung Originator Email: Open/Closed: Open Release: TRUNK Discussion Lock: Any Operating System: None Planned Release: 2.6.0 ___ Details: A user flag like Unbribable adds its description to the generated help text. The blocked action adds another line. Attached patch drops the user flag and refers to the units directly in stead. (There are max two unbribable units in the bundled rulesets) An alternative approach is to wait for patch #4723 ___ File Attachments: --- Date: Tue 01 Jul 2014 02:53:06 PM UTC Name: 0003-Helptext-Say-that-a-unit-is-unbribable-once.patch Size: 7kB By: sveinung http://gna.org/bugs/download.php?file_id=21232 ___ Reply to this item at: http://gna.org/bugs/?22255 ___ 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 #22079] AI settler doesn't consider base defense bonus when picking city spot
Follow-up Comment #2, bug #22079 (project freeciv): I have read your patch (but not tested). Something looks suspicious. create_city_virtual() does not create free extras. And tile_city(vtile) == tile_city(ptile) != vcity (because tile_set_worked() hasn't been called). I don't understand really what these functions are supposed to do, so I can't help you deeper. ___ Reply to this item at: http://gna.org/bugs/?22079 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4849] Detect xml-files
Update of patch #4849 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4849 ___ 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 #22248] S2_5 freeciv-gtk2-mp does not compile for Windows
Update of bug #22248 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22248 ___ 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 #4830] Multipliers to effects
Follow-up Comment #15, patch #4830 (project freeciv): Attached a version of lachu's file #21193 rebased to recent trunk (over patch #4851, patch #4822, patch #4826) so I could play with it. No other changes. (file #21235) ___ Additional Item Attachment: File name: trunk-multipliers-file21193-rebased.patch Size:35 KB ___ Reply to this item at: http://gna.org/patch/?4830 ___ 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 #4830] Multipliers to effects
Follow-up Comment #16, patch #4830 (project freeciv): A couple of comments on the substance (get_target_bonus_effects()): * I think it would be useful to be able to have each step make less than 1.0 difference to a particular effect. A simple way to do this would be to scale by 100; so if I want a multiplier-based effect where every step of 1 has an effect of 1, I specify value=100. * In the !target_player case, I think effects with multipliers should have zero effect, not peffect-value. (I have lots of half-baked ideas about where to take this feature after the basic patch is ready, which I'll create a new ticket for rather than polluting this one.) ___ Reply to this item at: http://gna.org/patch/?4830 ___ 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 #4887] [metaticket] Multipliers/policies half-bakery
URL: http://gna.org/patch/?4887 Summary: [metaticket] Multipliers/policies half-bakery Project: Freeciv Submitted by: jtn Submitted on: Tue 01 Jul 2014 23:47:05 BST Category: None Priority: 5 - Normal Status: Need Info Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: A place to dump ideas related to the effect multipliers feature being added in patch #4830. If any of these grow legs, they probably want breaking out into their own tickets. *Limits controlled by effects* Initially the min/max for multipliers is static. By analogy with the Max_Rates effect, it would be good to have it able to depend on overall government, wonders, etc, so that better governments allow you more (or less...) freedom to set policies. Sketch for how rulesets could specify this: [effect_republic_freespeech_min] type= MultiplierMin value = 3 reqs= { type, name, range Multiplier, Free Speech, Local Government, Republic, Player } [effect_republic_freespeech_max] type= MultiplierMax value = 7 reqs= { type, name, range Multiplier, Free Speech, Local Government, Republic, Player } *Cost to change* / *Limit change frequency* It would be good to have some way(s) to optionally attach a cost to changing these settings. Rationales: * Sliders could be used for fundamental, government-like policies, to which you want to attach a revolution-like cost. * Some effects can be used within a turn. It would be good to allow sliders to be used with such effects without rewarding micromanagement. ** Imagine a trade-off of infantry vs cavalry strength, for the sake of argument; you want to be able to prevent a player choosing a setting favouring infantry, attack with infantry, then favouring cavalry and attacking with cavalry, getting the best of both settings. (There are probably less contrived examples.) ** (We get away with allowing free manipulation of tax rates because they only take effect at turn end.) Possible cost/delay mechanisms: * You have to pay a cost in gold depending on the magnitude of changes * Cumulative changes over a threshold since the last revolution plunge you into anarchy * Changes to sliders simply don't take effect until next turn Cost function idea: a set of settings is described as a multi-dimensional array of coordinates in a cost space; the cost of changing from one setting to another is the distance between these points. (Players only see the relative costs, the absolute numbers of the cost space are a meaningless internal detail.) [multiplier_a] name = _(freedom of speech) start = 0 stop = 10 step = 2 default = 0 ; changing this is expensive cost = 100 [multiplier_b] name = _(work time) start = 2 stop = 10 default = 2 step = 1 ; changing this is cheap cost = 20 So the abstract 'cost is 100 per step of freedom-of-speech + 10 per step of work time (in either direction). A full-scale change of both costs 10*100 + 8*20 = 1160. You can hang gold costs, revolution thresholds etc off this cost function via some effect-based factor (allows statue of liberty free policy change effects). *AI* How on Earth are we to teach the AI how to use this? It's a ruleset-defined trade-offs feature; teaching the AI to understand and manipulate arbitrary trade-offs sounds hard. *User interface* This is currently presented as numeric sliders, which matches our effects system. However, there might be value in having policies which are presented to the user as boolean, or discrete enumerated types; this would affect display only, the underlying data model remains that of linear numeric effects. This would be some extra properties in multipliers.ruleset that only the client looks at. *Generalised tax rates* What would it take to make science/lux/tax rates a special case of this framework? * Need to be able to specify a group of 3 related sliders with appropriate constraints on all 3. * Need effects for current tax rate values. * Need to teach AI how to locate tax-rate-like constructs in rulesets... ___ Reply to this item at: http://gna.org/patch/?4887 ___ 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 #4887] [metaticket] Multipliers/policies half-bakery
Update of patch #4887 (project freeciv): Depends on: = patch #4830 ___ Reply to this item at: http://gna.org/patch/?4887 ___ 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 #22234] Scenarios could be compatible with more than one ruleset
Follow-up Comment #2, bug #22234 (project freeciv): Could we fix this in a similar way to the way we decoupled nationlist.ruleset from specific rulesets, by having allowed_govs, allowed_terrains etc in the scenario? In fact, savegames (and hence scenario) are mostly self-describing; they already have specials_vector, etc. Could this be as simple as removing the line 'rulesetdir=classic' from scenarios, and interpreting a savegame without a rulesetdir in the context of another ruleset, matching objects by name? Terrains are currently represented in scenario maps as single letters. We could rely on conventions for use of those letters by rulesets, or explicitly include a terrain-name-letter mapping in the savegame so as to bind by name. (Of course things like the [playerX] sections would be illegal in such scenarios.) ___ Reply to this item at: http://gna.org/bugs/?22234 ___ 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 #22233] Movement fractions aren't cancelled down
Update of bug #22233 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22233 ___ 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 #4887] [metaticket] Multipliers/policies half-bakery
Follow-up Comment #1, patch #4887 (project freeciv): On AI use of sliders: In the event that slider value changes are limited to once per turn (players can change as much as they want, whenever they want, but the effect of having done so only takes effect on turn change), the the AI can call into a valuation routine at end-of-turn to set appropriate values. For each multiplier, iterate over the effects (probably makes sense to add multipliers as a source in the ruleset cache for performance reasons), and call dai_effect_value() to determine the relative interest in the effect. Then compute the total valuation of any possible slider position, and select the best one (or a random one of the best in the case of equivalent valuation). Note that doing it this way will cause any bugs in dai_effect_value() to become more obvious if they happen to match effects for which multipliers are applied. In the event that slider values take effect in realtime, a lightweight target optimisation routine could be added for in-turn relative effects (e.g. unit move rates, attack/defense bonuses, etc.), which has a cache of multipliers relative to specific activities/conditions, which is checked when those conditions apply. In such cases, the AI would push the slider all the way for that effect at that moment, so the sliders move about over the course of the turn (if relevant), and and end of turn, the routine described above is called to set sensible values for turn change. If this is needed, it may make sense to have it be a different patch than the once/turn calculation, as it would be nice to call into some of the code written for that during the cache population. I haven't investigated the call stack, but it may be that the AI will need to set the multipliers to some neutral value (e.g. 1.0) before calculating best values, so as not to end up in a feedback loop: yes this won't be optimal, but calculating true multivariate optimums without succumbing to local maxima takes more processing than the classic AI should be permitted. ___ Reply to this item at: http://gna.org/patch/?4887 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev