[Freeciv-Dev] [bug #22424] Allow mines in water in supplied tilesets on stable branches

2014-08-02 Thread Jacob Nevins
URL:
  

 Summary: Allow mines in water in supplied tilesets on stable
branches
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 02 Aug 2014 10:20:42 BST
Category: art
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.3, 2.5.0

___

Details:

Following on from bug #21559 which allowed mines on any land terrain in our
supplied tilesets, for the benefit of modpacks, is there any reason not to do
the same for oceanic terrains (probably with oil_mine sprite)? Patch #4806
(trunk civ2civ3) is an example of a ruleset using mines in the ocean.

(I think this is moot for trunk due to extras.)




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[Freeciv-Dev] [patch #5010] [metaticket] Trouble with team_pooled_research=FALSE

2014-08-02 Thread Jacob Nevins
URL:
  

 Summary: [metaticket] Trouble with team_pooled_research=FALSE
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 02 Aug 2014 12:53:35 BST
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

We've had various bugs with team_pooled_research=FALSE since the option was
added in patch #1868.

This metaticket is has reduced scope compared to patch #4726, but is targeted
at 2.5.0 rather than 2.6.0. I'm hoping that we can manage it without the
necessary but disruptive rework that's going into 2.6.0.

Rationale:
* The civ2civ3 ruleset is new in 2.5.0 and uses tech upkeep
* Tech upkeep probably won't work with team_pooled_research until 2.6.0 (bug
#22058)
* civ2civ3 is intended to work for multiplayer, so we need a team
configuration that works
* Therefore, I think we need to be able to say that team_pooled_research=FALSE
is reliable in 2.5.0. (And this seems like an easier target than fixing all
bugs in both TRUE and FALSE.)

Some of the closed tickets attached to this one may not yet have been fixed in
2.5.x as they may depend on the rework done under patch #4726. 




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[Freeciv-Dev] [patch #5011] civ2civ3: default to team_pooled_research=FALSE

2014-08-02 Thread Jacob Nevins
Update of patch #5011 (project freeciv):

  Depends on: => patch #5010


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[Freeciv-Dev] [task #7668] Tracking release 2.5.0

2014-08-02 Thread Jacob Nevins
Update of task #7668 (project freeciv):

  Depends on: => patch #5010


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[Freeciv-Dev] [bug #20723] Enabling multiple luasql backends broken on S2_5 & trunk

2014-08-02 Thread Jacob Nevins
Follow-up Comment #7, bug #20723 (project freeciv):

> I don't currently have good setup to test this, so I'd be 
> grateful if someone else could do some testing on this.
I confirm that a server binary built with this patch works against both MySQL
and SQLite backends. Thanks!

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[Freeciv-Dev] [bug #22417] civ2civ3 Transport can build mines in coastal cities, etc

2014-08-02 Thread Jacob Nevins
Follow-up Comment #5, bug #22417 (project freeciv):

>> On trunk, mines can be built in Deep Ocean. Should Transports 
>> be allowed to do this?
> Yes. Those mines are supposed to be offshore platforms, and 
> I think it is ok that transports can build them.
Hm, perhaps we should also prohibit land-based units from building ocean
mines, and maybe add a minimum tech requirement? Otherwise Workers on Caravels
can slowly start building offshore mineral extraction facilities millennia
before offshore platforms are available, which is a bit implausible.

> transports could finish those tasks much faster than settlers.
Gosh, yes, I hadn't thought of that.

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-02 Thread David Fernandez
Follow-up Comment #1, patch #5007 (project freeciv):

I'm not good choosing names, but I like the idea to give them custom names.

>Also, the bonus seems very generous; elite Engineers work 4x as fast as
Workers, and an Engineer has a >50% chance of being elite after 127 turns of
activity. Is this deliberate?
I did not adjust the default values, but I played several games with those
values and I liked it.
Since early engineers can not perform terraforming (until research of fusion
power), I tried to give them something that makes engineers worth to be
researched and upgraded as fast as possible.

An average of 150 turns of work to get elite status sounds good to me, but I
see ok to reduce the chances of veterancy a bit. For example to:
veteran_work_raise_chance = 3, 2, 1, 0

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[Freeciv-Dev] [bug #20109] Compilation fails with stdinhand on OSX (‘rl_completion_suppress_append’ undeclared)

2014-08-02 Thread Jacob Nevins
Follow-up Comment #10, bug #20109 (project freeciv):

> I wonder if bug #19859 is related.
Given the conclusion that it's a link-time issue, I suspect not.

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[Freeciv-Dev] [bug #22421] civ2civ3 maglev: does not use "hidden_by"

2014-08-02 Thread David Fernandez
Follow-up Comment #1, bug #22421 (project freeciv):

This was a bug indeed. I'll test your patch.

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[Freeciv-Dev] [patch #5011] civ2civ3: default to team_pooled_research=FALSE

2014-08-02 Thread David Fernandez
Follow-up Comment #1, patch #5011 (project freeciv):

I like the idea to lock it. Maybe with a sort comment in the same line of
game.ruleset, so possible modders know why is locked.

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[Freeciv-Dev] [bug #22395] Unit not tired for attacking?

2014-08-02 Thread David Fernandez
Follow-up Comment #3, bug #22395 (project freeciv):

>I personally find lack of tired_attack bad for game balance - what's the
point of fast units when any unit can attack with full power even after moving
next to the city same turn (without giving opportunity to counter-attack)
I agree about the problem, but I think tired attack is not the best solution,
because once railroads are built, they avoid the tired attack for every unit,
and the balance problem reappears.
I think tired attack will work better with rulesets where movement on railroad
is limited, like experimental rules.

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[Freeciv-Dev] [bug #22425] Don't drop veteran levels when upgrading/transforming NoVeteran units

2014-08-02 Thread Jacob Nevins
URL:
  

 Summary: Don't drop veteran levels when
upgrading/transforming NoVeteran units
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 02 Aug 2014 15:18:44 BST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0-beta2, 2.6.0

___

Details:

>From bug #22171:

> * transform_unit() drops all veteran levels if on e.g. upgrade if new unit
is NoVeteran.
> ** Since r9624
 by jdorje, RT
#9430. (Previously upgrades always lost all veteran levels.)
> ** Since this is a rules change I plan to do it only in S2_5 and later.

Treating this as rule change in 2.5.x. I had intended to fix this before beta1
but forgot.




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[Freeciv-Dev] [bug #22171] [metaticket] "NoVeteran" flag misinterpreted in various places

2014-08-02 Thread Jacob Nevins
Update of bug #22171 (project freeciv):

  Status:   Fixed => In Progress
 Open/Closed:  Closed => Open   
  Depends on: => bugs #22425

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Follow-up Comment #9:

> transform_unit() drops all veteran levels if on e.g. upgrade if new unit is
NoVeteran.
I seem to have neglected to fix this.

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[Freeciv-Dev] [bug #22340] Barbarians get palace

2014-08-02 Thread Jacob Nevins
Update of bug #22340 (project freeciv):

Severity:  3 - Normal => 4 - Important  
 Planned Release: => 2.4.3, 2.5.0, 2.6.0

___

Follow-up Comment #3:

cazfi didn't say so explicitly, but I'm guessing he considers barbarians
getting palaces in stable branches to be a bug. Hence targeting at 2.4.3, as a
regression.

I haven't had any bright ideas about a way to make this ruleset-defined on
trunk, beyond some crude "barbarian_conquerors_get_buildings" game.ruleset
option. I'll probably just hard-code it for now.

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[Freeciv-Dev] [patch #4931] pf_fuel_map_iterate(): adjustements

2014-08-02 Thread Jacob Nevins
Follow-up Comment #9, patch #4931 (project freeciv):

Can you summarise the changes players might see as a result of this patch (if
any), for release notes?

Does it fix any cases where planes could run out of fuel, or anything like
that?

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[Freeciv-Dev] [bug #22421] civ2civ3 maglev: does not use "hidden_by"

2014-08-02 Thread David Fernandez
Follow-up Comment #2, bug #22421 (project freeciv):

Tested with trunk rev25768, amplio2, and gtk2 client.
Maglev gfx looks right to me.

One question about "amplio". I still like the colors and icons of this old
tileset more than the new amplio2, and I see it is still hosted here. Are
there plans to include those new features like maglev? Else, I think I'll try
to update it by myself, and I'll open a new patch if I like the result.

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[Freeciv-Dev] [bug #22417] civ2civ3 Transport can build mines in coastal cities, etc

2014-08-02 Thread David Fernandez
Follow-up Comment #6, bug #22417 (project freeciv):

>Hm, perhaps we should also prohibit land-based units from building ocean
mines, and maybe add a minimum tech requirement?
You are right, I agree mining the ocean should require the knowledge of
offshore platforms.
And I think it wouldn't be necesary to prohibit it to land-based units in this
case.

I'm working on a patch, but I'm still not sure about the best solution for
transports in cities.

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[Freeciv-Dev] [patch #5010] [metaticket] Trouble with team_pooled_research=FALSE

2014-08-02 Thread David Fernandez
Follow-up Comment #2, patch #5010 (project freeciv):

>Has anyone tried autogames involving teams with pooled research disabled? I
suspect that one reason it's buggy is that it's a non-default configuration.
I played a couple of games with v2.5, civ2civ3 rules, all AIs in same team,
and pooled research disabled. I did not notice bugs, but I can't be sure
because I did not watch the tech upkeep specifically.
I did notice that AIs use to share all their techs, but they waste a lot of
science by researching the same techs at same time. And I personally like to
play this way because I can fight against big teams of AIs that share their
resources against me, but are not too ahead in tech research.
When I tried pooled research in previous versions (without tech upkeep), a
group of 6 AIs were technologically unreachable for me.

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[Freeciv-Dev] [bug #22417] civ2civ3 Transport can build mines in coastal cities, etc

2014-08-02 Thread Emmet Hikory
Follow-up Comment #7, bug #22417 (project freeciv):

On trunk, one can prevent Transports cleaning Pollution in cities by adjusting
rmreqs{}  for the extra.  I don't know of a way to do the equivalent for 2.5.

For preventing Transports from doing stuff, adding `"UnitClass", "Sea",
"Local", FALSE` requirements to the sets of things they shouldn't do is
probably easiest: if they are only supposed to do mining, and this is enabled
with a new TerrainClass scoped effect, then omitting the restriction from only
the new effect would allow them to use the new effect (but only for Oceanic
terrains).

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[Freeciv-Dev] [patch #5012] Wrap long option values in /show output

2014-08-02 Thread Jacob Nevins
URL:
  

 Summary: Wrap long option values in /show output
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 02 Aug 2014 18:47:44 BST
Category: None
Priority: 3 - Low
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.3, 2.5.0, 2.6.0

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Details:

Bitwise option values tend to be long, and cause ugly wrapping.




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[Freeciv-Dev] [bug #22427] Attribute server settings output to correct command

2014-08-02 Thread Jacob Nevins
URL:
  

 Summary: Attribute server settings output to correct command
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 02 Aug 2014 18:49:24 BST
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.3, 2.5.0, 2.6.0

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Details:

When various server commands trigger settings to be shown, it is with CMD_SHOW
rather than the command that triggered it, causing incorrect output on the
client.




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[Freeciv-Dev] [bug #22428] Show translated ruleset description on server console

2014-08-02 Thread Jacob Nevins
URL:
  

 Summary: Show translated ruleset description on server
console
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 02 Aug 2014 18:50:33 BST
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.6.0

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Details:

Patch #4914 outputs the ruleset description, but doesn't localise it.

Also add linebreaks.




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[Freeciv-Dev] [bug #22429] Quote key should focus chatline in pregame

2014-08-02 Thread Jacob Nevins
URL:
  

 Summary: Quote key should focus chatline in pregame
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 02 Aug 2014 19:16:41 BST
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

In-game in the Gtk clients, the single-quote/apostrophe character (') focuses
the chatline.

It would be nice if this worked in pregame too.




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[Freeciv-Dev] [bug #22430] Quote key shortcut to focus chatline isn't documented

2014-08-02 Thread Jacob Nevins
URL:
  

 Summary: Quote key shortcut to focus chatline isn't
documented
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 02 Aug 2014 19:20:33 BST
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.3, 2.5.0, 2.6.0

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Details:

Quintus_q on #freeciv points out that this helpful shortcut isn't documented
anywhere. It should be in the 'Controls' bit of the help.




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[Freeciv-Dev] [patch #5011] civ2civ3: default to team_pooled_research=FALSE

2014-08-02 Thread David Fernandez
Follow-up Comment #2, patch #5011 (project freeciv):

Patch to disable team_pooled_research by default for trunk.
Option locked (and commented) for v2.5.

I also simplified the description of the ruleset because I think it is no
longer accurate. Removed this part:
>Adapted for single player, with AI less aggressive at start, but more
challenging at the end.
The latest changes to the rules, specially the tech upkeep, and the increased
unit upkeep costs, have made the AI less challenging at the end of the game. I
do not see fair that these rules claim that AI is more challenging than
classic rules, even if I think it was true for some versions.
(I never know if I should open a different ticket for this kind of text
changes).

(file #21632, file #21633)
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Additional Item Attachment:

File name: civ2civ3-team_pooled_research-trunk.patch Size:2 KB
File name: civ2civ3-team_pooled_research-S2_5.patch Size:2 KB


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[Freeciv-Dev] [bug #22431] Assertion failure on quit after opening client Lua console

2014-08-02 Thread Jacob Nevins
URL:
  

 Summary: Assertion failure on quit after opening client Lua
console
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 02 Aug 2014 21:51:15 BST
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.3, 2.5.0, 2.6.0

___

Details:

0 Start game
0 Open Lua console
0 Leave game
0 Quit game


1: in luaconsole_dialog_destroy() [luaconsole.c::437]: assertion 'NULL ==
pdialog->message_area' failed.





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[Freeciv-Dev] [bug #22424] Allow mines in water in supplied tilesets on stable branches

2014-08-02 Thread David Fernandez
Follow-up Comment #1, bug #22424 (project freeciv):

If you could do that, I could backport the civ2civ3 feature to mine oceans
from trunk to v2.5.
Right now I'm testing a patch for bug #22417 where I also changed from buoys
to mines the requirement to get the shield bonus from offshore plataform (that
makes much more sense), and it seems to work everything, except the mine gfx.

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[Freeciv-Dev] [bug #22412] Player style not set for animal nation

2014-08-02 Thread Marko Lindqvist
Update of bug #22412 (project freeciv):

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


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[Freeciv-Dev] [bug #22404] tech_upkeep uninitialized in player_tech_upkeep()

2014-08-02 Thread Marko Lindqvist
Update of bug #22404 (project freeciv):

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


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[Freeciv-Dev] [bug #22424] Allow mines in water in supplied tilesets on stable branches

2014-08-02 Thread Jacob Nevins
Update of bug #22424 (project freeciv):

  Status:None => In Progress
 Assigned to:None => jtn


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[Freeciv-Dev] [bug #22429] Quote key should focus chatline in pregame

2014-08-02 Thread Jacob Nevins
Update of bug #22429 (project freeciv):

  Status:None => In Progress
 Assigned to:None => jtn
 Planned Release: => 2.4.3, 2.5.0, 2.6.0


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[Freeciv-Dev] [bug #22425] Don't drop veteran levels when upgrading/transforming NoVeteran units

2014-08-02 Thread Jacob Nevins
Update of bug #22425 (project freeciv):

  Status:None => In Progress
 Assigned to:None => jtn


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[Freeciv-Dev] [bug #22375] Unable to load test saved state

2014-08-02 Thread Jacob Nevins
Update of bug #22375 (project freeciv):

 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #22149] Set "Enemy_Citizens_Unhappy_Pct" in classic ruleset?

2014-08-02 Thread Jacob Nevins
Update of bug #22149 (project freeciv):

  Status:   Need Info => Wont Fix   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-08-02 Thread Jacob Nevins
Follow-up Comment #7, bug #22040 (project freeciv):

This has a release target of 2.4.3, which approaches. Does someone have an
idea to fix this?

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[Freeciv-Dev] [bug #21942] Crash when opening city window with gtk3

2014-08-02 Thread Jacob Nevins
Update of bug #21942 (project freeciv):

 Release: => trunk r25130   


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[Freeciv-Dev] [patch #5004] Infracache to calculate value for only those extras that can be built

2014-08-02 Thread Marko Lindqvist
Update of patch #5004 (project freeciv):

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


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[Freeciv-Dev] [patch #5003] Requirers dialog

2014-08-02 Thread Marko Lindqvist
Update of patch #5003 (project freeciv):

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


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[Freeciv-Dev] [bug #22432] Failed to create Map

2014-08-02 Thread anonymous
URL:
  

 Summary: Failed to create Map
 Project: Freeciv
Submitted by: None
Submitted on: Sat 02 Aug 2014 10:45:23 PM UTC
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: jayphai...@yahoo.com
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:


Freeciv is free software and you are welcome to distribute copies of it under
certain conditions;
See the "Copying" item on the Help menu.
Now ... Go give 'em hell!
Starting local server...
Welcome to the Freeciv version 2.4.2 Server at port 5557.
You are logged in as 'jayphailey' connected to Jayphailey.
Established control over the server. You have command access level 'hack'.
jayphailey: 'set aifill 4'
Console: 'aifill' has been set to 4.
AI*5 has been removed from the game.
jayphailey: 'Novice '
/novice: Player 'AI*2' now has AI skill level 'Novice'.
/novice: Player 'AI*3' now has AI skill level 'Novice'.
/novice: Player 'AI*4' now has AI skill level 'Novice'.
/novice: Default AI skill level set to 'Novice'.
jayphailey: 'set size 1000'
Console: 'size' has been set to 1000.
jayphailey: 'set generator "ISLAND"'
Console: 'generator' has been set to "Island-based" (ISLAND).
jayphailey: 'set specials 1000'
Console: 'specials' has been set to 1000.
jayphailey: 'set huts 500'
Console: 'huts' has been set to 500.
jayphailey: 'set startunits ccddwwxx'
Console: 'startunits' has been set to "ccddwwxx".
jayphailey: 'set gold 1000'
Console: 'gold' has been set to 1000.
jayphailey: 'set techlevel 3'
Console: 'techlevel' has been set to 3.
jayphailey: 'set killcitizen "LAND|SEA|BOTH"'
Console: 'killcitizen' has been set to "Land moving units", "Sea moving
units", and "Units able to move both on land and sea" (LAND|SEA|BOTH).
jayphailey: 'set airliftingstyle
"FROM_ALLIES|TO_ALLIES|SRC_UNLIMITED|DEST_UNLIMITED"'
Console: 'airliftingstyle' has been set to "Allows units to be airlifted from
allied cities", "Allows units to be airlifted to allied cities", "Unlimited
units from source city", and "Unlimited units to destination city"
(FROM_ALLIES|TO_ALLIES|SRC_UNLIMITED|DEST_UNLIMITED).
jayphailey: 'set endturn 32767'
Console: 'endturn' has been set to 32767.
jayphailey: 'set timeout 1000'
Console: 'timeout' has been set to 1000.
jayphailey: 'set savename Jay 9'
Console: 'savename' has been set to "Jay".
Saved settings to file
C:/Users/jayphailey/AppData/Roaming/.freeciv-client-rc-2.4
All players are ready; starting game.
The server couldn't allocate starting positions.
Failed to create suitable map, retrying with another mapseed
The server couldn't allocate starting positions.
Cannot create suitable map with given settings.
Please report this message at http://gna.org/projects/freeciv/




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[Freeciv-Dev] [bug #22425] Don't drop veteran levels when upgrading/transforming NoVeteran units

2014-08-02 Thread Jacob Nevins
Update of bug #22425 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-S2_5-noveteran-transform.patch Size:1 KB


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[Freeciv-Dev] [bug #22340] Barbarians get palace

2014-08-02 Thread Jacob Nevins
Update of bug #22340 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => jtn
Operating System:None => Any

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Additional Item Attachment:

File name: trunk-barbarians-no-palace.patch Size:6 KB
File name: S2_5-barbarians-no-palace.patch Size:6 KB
File name: S2_4-barbarians-no-palace.patch Size:3 KB


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[Freeciv-Dev] [bug #22340] Barbarians get palace

2014-08-02 Thread Jacob Nevins
Follow-up Comment #4, bug #22340 (project freeciv):

Also added a sanity check to S2_5/trunk that barbarian nations don't have
init_buildings, since they can never benefit from them with this rule.

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[Freeciv-Dev] [bug #22431] Assertion failure on quit after opening client Lua console

2014-08-02 Thread Jacob Nevins
Update of bug #22431 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-S2_5-S2_4-gtk-luaconsole-quit.patch Size:3 KB


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[Freeciv-Dev] [patch #5012] Wrap long option values in /show output

2014-08-02 Thread Jacob Nevins
Update of patch #5012 (project freeciv):

  Status: In Progress => Ready For Test 

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File name: trunk-S2_5-S2_4-prettify-long-option-values.patch Size:2 KB


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[Freeciv-Dev] [bug #22427] Attribute server settings output to correct command

2014-08-02 Thread Jacob Nevins
Update of bug #22427 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-show-settings-attribution.patch Size:9 KB
File name: S2_5-S2_4-show-settings-attribution.patch Size:9 KB


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[Freeciv-Dev] [bug #22428] Show translated ruleset description on server console

2014-08-02 Thread Jacob Nevins
Update of bug #22428 (project freeciv):

  Status: In Progress => Ready For Test 

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File name: trunk-server-ruleset-desc.patch Size:0 KB


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[Freeciv-Dev] [bug #22430] Quote key shortcut to focus chatline isn't documented

2014-08-02 Thread Jacob Nevins
Update of bug #22430 (project freeciv):

  Status: In Progress => Ready For Test 

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File name: trunk-S2_5-S2_4-help-chatline-focus.patch Size:0 KB


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[Freeciv-Dev] [bug #22429] Quote key should focus chatline in pregame

2014-08-02 Thread Jacob Nevins
Update of bug #22429 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-pregame-chatline-focus.patch Size:8 KB
File name: S2_5-S2_4-pregame-chatline-focus.patch Size:8 KB


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[Freeciv-Dev] [bug #22424] Allow mines in water in supplied tilesets on stable branches

2014-08-02 Thread Jacob Nevins
Update of bug #22424 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #2:

> If you could do that, I could backport the civ2civ3 feature to 
> mine oceans from trunk to v2.5.
That seems like a bit of a big change to make after beta1 -- people may have
savegames where buoys have been built for production, and loading a newer
savegame with sea mines into beta1 won't work.

Maybe it could go in the 2.5 version of the civ2civ3 "dev" modpack discussed
in patch #4739?

(file #21646)
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Additional Item Attachment:

File name: S2_5-S2_4-tileset-sea-mines.patch Size:4 KB


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[Freeciv-Dev] [bug #22424] Allow mines in water in supplied tilesets on stable branches

2014-08-02 Thread Jacob Nevins
Follow-up Comment #3, bug #22424 (project freeciv):

(The existing oil derricks in tilesets other than Amplio2/Cimpletoon look
quite poor on an ocean background. To be honest they don't look great on
Tundra either.)

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[Freeciv-Dev] [patch #5003] Requirers dialog

2014-08-02 Thread Jacob Nevins
Follow-up Comment #3, patch #5003 (project freeciv):

Isn't requirers_dlg.{cpp,h} missing from this commit?

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[Freeciv-Dev] [patch #5013] Maglev graphics for all supplied tilesets

2014-08-02 Thread Jacob Nevins
URL:
  

 Summary: Maglev graphics for all supplied tilesets
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 03 Aug 2014 00:35:37 BST
Category: art
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

Experimental ruleset has maglev in 2.5, and supplied civ2civ3 will have it in
2.6 (and maybe downloadable version will have it earlier). So we're going to
need these graphics sooner or later.

Amplio2/Cimpletoon got placeholder Maglev graphics in bug #20031. If no-one
has better ideas, these can be backported to Amplio, and something similar
done for the other tilesets.




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[Freeciv-Dev] [bug #22421] civ2civ3 maglev: does not use "hidden_by"

2014-08-02 Thread Jacob Nevins
Follow-up Comment #3, bug #22421 (project freeciv):

> Are there plans to include those new features like maglev
> [in Amplio]? Else, I think I'll try to update it by myself, 
> and I'll open a new patch if I like the result.
No firm plans, but we ought to. I've raised patch #5013.

Please do feel free to fix up Amplio and submit the result there.

If you have any ideas for how Maglev should look that would be good too -- the
current Amplio2 one is a bit of a placeholder, and hard to distinguish against
some terrains.

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[Freeciv-Dev] [patch #4420] [Metaticket] Art required for 2.5

2014-08-02 Thread Jacob Nevins
Update of patch #4420 (project freeciv):

  Depends on: => patch #5013


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[Freeciv-Dev] [patch #4420] [Metaticket] Art required for 2.5

2014-08-02 Thread Jacob Nevins
Update of patch #4420 (project freeciv):

Priority: 3 - Low => 5 - Normal 


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[Freeciv-Dev] [patch #5013] Maglev graphics for all supplied tilesets

2014-08-02 Thread Jacob Nevins
Update of patch #5013 (project freeciv):

Priority:  5 - Normal => 3 - Low


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[Freeciv-Dev] [bug #22424] Allow mines in water in supplied tilesets on stable branches

2014-08-02 Thread David Fernandez
Follow-up Comment #4, bug #22424 (project freeciv):

>That seems like a bit of a big change to make after beta1
Right, right, I forgot compatibility.

>Maybe it could go in the 2.5 version of the civ2civ3 "dev" modpack
Yep, I plan to make a modpack version with the changes that can not go into
s2_5.

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[Freeciv-Dev] [patch #4420] [Metaticket] Art required for 2.5

2014-08-02 Thread Jacob Nevins
Update of patch #4420 (project freeciv):

Priority:  5 - Normal => 3 - Low


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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-02 Thread Jacob Nevins
Follow-up Comment #2, patch #5007 (project freeciv):

> I'm not good choosing names, but I like the idea to give them 
> custom names.
I'm struggling a bit. Some ideas include "casual labourer", "foreman",
"chartered engineer" and the like. But the scale is a bit wrong (these are
really corps of engineers or industrial consortia).

> I did not adjust the default values, but I played several games 
> with those values and I liked it.
OK, we'll leave them alone.

> I see ok to reduce the chances of veterancy a bit. For example to:
> veteran_work_raise_chance = 3, 2, 1, 0
That yields 158 turns to 50% elite, and 24 turns to 50% veteran-or-better.



Now that Transports have some terrain improvement roles, should we consider a
custom veteran system for them too?

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-02 Thread Jacob Nevins
Follow-up Comment #3, patch #5007 (project freeciv):

(file #15820 is the spreadsheet I use for playing with raise chances)

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[Freeciv-Dev] [bug #22419] "Airbase" flag not documented as enabling Buoys

2014-08-02 Thread Jacob Nevins
Follow-up Comment #2, bug #22419 (project freeciv):

> just warning that such application would likely be short-lived
Noted. I plan to apply it anyway; if nothing else it makes the code history
easier to follow.

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[Freeciv-Dev] [patch #5006] Suppress "Can build mines on tiles" etc in help based on Mining_Possible, etc

2014-08-02 Thread Jacob Nevins
Follow-up Comment #3, patch #5006 (project freeciv):

I've no immediate plans to work on this; feel free to take it.

> I'd really rather do this without introducing nreqs anywhere
When I say "nreqs" I'm being lazy; really I mean present=FALSE requirements
for trunk.

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[Freeciv-Dev] [bug #22158] tech_upkeep_style 'Cities' vs team_pooled_research

2014-08-02 Thread Jacob Nevins
Update of bug #22158 (project freeciv):

  Status:None => Duplicate  
 Open/Closed:Open => Closed 
 Planned Release: => 2.6.0  

___

Follow-up Comment #3:

> Depending on how bug #22058 turns out, no further code change 
> may be necessary to get the behaviour we want.
I think the result of bug #22058 is OK, so closing this.

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[Freeciv-Dev] Fullmoon build results

2014-08-02 Thread fullmoon
This is build report automatically generated by Fullmoon Ilmarinen (0.5.50.0)

Fullmoon operated by Marko Lindqvist  This build is from 
TRUNK.

Component "svn", Host "build.cazfi.net", Phase "Source update(1)": Succeeded
Component "autogen.sh", Host "build.cazfi.net", Phase "Other command(0)": 
Succeeded
Component "server", Host "build.cazfi.net", Phase "Build(2)": Succeeded
Component "gtk2", Host "build.cazfi.net", Phase "Build(2)": Succeeded
Component "sdl", Host "build.cazfi.net", Phase "Build(2)": Succeeded
Component "sdl2", Host "build.cazfi.net", Phase "Build(2)": Succeeded
Component "xaw", Host "build.cazfi.net", Phase "Build(2)": Succeeded
Component "stub", Host "build.cazfi.net", Phase "Build(2)": Succeeded
Component "QualityCheck", Host "build.cazfi.net", Phase "Check(4)": FAILED


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