Re: [Freeciv-Dev] (PR#32868) superbarbarians patch

2007-01-17 Thread Marko Lindqvist
http://bugs.freeciv.org/Ticket/Display.html?id=32868 > On 1/9/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote: > > Updated the superbarbarians patch for dev (applies to S2_1 as well) + > adding some helptext. > > The higher levels SERIOUSLY empowers the barbs: lvl 5 gives them twice > the manpower

(PR#14490) Re: [Freeciv-Dev] (PR#33914) Bug Report

2007-01-17 Thread Marko Lindqvist
http://bugs.freeciv.org/Ticket/Display.html?id=14490 > On 1/18/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > I can supply the saved game file, if you so desire That would be useful. Thanks. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.

(PR#14490) Re: [Freeciv-Dev] (PR#33914) Bug Report

2007-01-17 Thread Marko Lindqvist
http://bugs.freeciv.org/Ticket/Display.html?id=14490 > On 1/18/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > 1: In file beta2.sav.gz, there is no entry in the registry for c7.ai.urgency > (or > the entries are out of order.) I think problem is that worklist length varies between cities. U

[Freeciv-Dev] (PR#33921) Wishlist: preferred tileset in savegame

2007-01-17 Thread Daniel Markstedt
http://bugs.freeciv.org/Ticket/Display.html?id=33921 > Feature request: Information on preferred tileset is saved in the .sav. Reason 1: If you load a savegame with hex map, a hex tileset should be selected automatically (newbie trap). Reason 2: To support advanced scenarios that requires a spe

[Freeciv-Dev] (PR#33914) Bug Report

2007-01-17 Thread [EMAIL PROTECTED]
http://bugs.freeciv.org/Ticket/Display.html?id=33914 > Environment --- Suse Linux 9.3, w/ FreeCiv Beta 2.1.x (Latest beta - going by memory because machine is at home) Steps to reproduce --- Launch Server. Launch Client. Connect to server. Set up 7 players, /normal d

Re: [Freeciv-Dev] (PR#33626) City always sees submarines

2007-01-17 Thread Marko Lindqvist
http://bugs.freeciv.org/Ticket/Display.html?id=33626 > On 1/15/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote: > > City sees submarine even when it's one square away. Battleship sees > it only when in adjacent square. Is this intentional? Anyway, attached patch changes that so that city sees su

[Freeciv-Dev] (PR#33910) [Patch] Debug same nation bug

2007-01-17 Thread Marko Lindqvist
http://bugs.freeciv.org/Ticket/Display.html?id=33910 > Attached patch checks if two players have same nation and prints message if they do. I mean to commit this to both trunk and S2_1 to hunt down #17436. - ML diff -Nurd -X.diff_ignore freeciv/server/srv_main.c freeciv/server/srv_main.c ---

Re: [Freeciv-Dev] Re: (PR#19822) bug in path_finding.c

2007-01-17 Thread Marko Lindqvist
http://bugs.freeciv.org/Ticket/Display.html?id=19822 > On 1/17/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote: > This patch removes segment_length and step completely. When segment > or path length is needed, it's determined by extra iteration. I'm > afraid this is unavoidable performance hit. Th

Re: [Freeciv-Dev] Re: (PR#19822) bug in path_finding.c

2007-01-17 Thread Marko Lindqvist
http://bugs.freeciv.org/Ticket/Display.html?id=19822 > On 1/17/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote: > This patch removes segment_length and step completely. When segment > or path length is needed, it's determined by extra iteration. I'm > afraid this is unavoidable performance hit. Th

Re: [Freeciv-Dev] FreeCiv: Scripting/macros?

2007-01-17 Thread Nagy Attila
We have implemented client-side scripting as a hobby project. Although development has stalled for lack of time, we have achieved usable results, the most convenient being the automatical terraforming with adjustable preferences. Besides, we had the same goals in mind that you mentioned, and we

Re: [Freeciv-Dev] Freeсiv: Scripting/macros?

2007-01-17 Thread Egor Vyscrebentsov
On Wed, 17 Jan 2007 12:44:23 -0500 Randy Kramer wrote: > Has anyone ever thought about somehow including a scripting language > of some sort into FreeCiv? Look at /data/scenario/tutorial.sav And at http://freeciv.wikia.com/wiki/Events_Reference_Manual :) However, there are many things to do. PS

Re: [Freeciv-Dev] Re: (PR#19822) bug in path_finding.c

2007-01-17 Thread Marko Lindqvist
http://bugs.freeciv.org/Ticket/Display.html?id=19822 > New approach. This patch removes segment_length and step completely. When segment or path length is needed, it's determined by extra iteration. I'm afraid this is unavoidable performance hit. This version of the patch is for S2_0 since pro

[Freeciv-Dev] FreeCiv: Scripting/macros?

2007-01-17 Thread Randy Kramer
Has anyone ever thought about somehow including a scripting language of some sort into FreeCiv? I can imagine that being very useful. Among other things, I can imagine: * writing my own macro to group moves (or anything similar) * writing a macro to attack using some set of tactics that I

Re: [Freeciv-Dev] (PR#18773) Reordering worklist smeshes it up if there is just bought unit

2007-01-17 Thread Marko Lindqvist
http://bugs.freeciv.org/Ticket/Display.html?id=18773 > On 1/15/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote: > > > On 7/21/06, Tommi Björkbacka <[EMAIL PROTECTED]> wrote: > > > > You can reproduce this problem easily. First buy a random unit and > > then put a new unit into worklist. After that

[Freeciv-Dev] (PR#33883) server select duplicate nation

2007-01-17 Thread Daniel Markstedt
http://bugs.freeciv.org/Ticket/Display.html?id=33883 > In recent trunk: Selected a fictional nation to play as. The server chose the very same nation for one of the AI players. Fist time I have observed this specific behavior, but other users have reported that a duplicate nation can be created

[Freeciv-Dev] (PR#33876) [Patch] tile_has_base_effect()

2007-01-17 Thread Marko Lindqvist
http://bugs.freeciv.org/Ticket/Display.html?id=33876 > This adds new module base.[ch]. It contains one function, base_has_effect(). New function tile_has_base_effect() in tile.c uses it. tile_has_base_effect() is called from number of places instead of directly checking if tile contains fortress