Re: [Freeciv-Dev] (PR#39342) 2.1.0-beta4 border vs. fog of war
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39342 On 5/16/07, William Allen Simpson [EMAIL PROTECTED] wrote: Given how much FoW you usually have, this will make your real borders really hard to visualize and plan with respect to. I do not really see a good and simple fix to this issue. We need to change the way either borders or the problematic map updates are done to make them consistent with each other. Now, I have run into this problem, too. Here's my suggestion: 1. Foreign borders aren't tile features of the map, they are political. 2. When near a border with a unit, the border will appear, even when you haven't seen the city that created it. It's not the place itself, it's the workers, travelers, and minstrels that tell you about it. 3. When the border is no longer near, it should disappear after some number of turns (1 turn would be very easy to code). So this is like today, only that you forget borders after a turn if you do not see the border source? It is actually rather complicated, and it does not answer my worry above that it will make borders hard to visualize, due to the prevalence of FoW. - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39370) 2.1.0b4 city vision radius too small
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39370 On Wed, 16 May 2007, William Allen Simpson wrote: One of the nuisances (compared to the commercial games) is the limited vision radius of the city itself. ... When the city is founded, it still has only 1 radius vision. That's wrong! The citizens are capable of traveling 2 radii to work, but not working because they don't know about the lay of the land? That makes no sense. 50 years is plenty of time for settled citizens to explore. Yes. Patch to change this most welcome. - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39354) Bug in tech_is_available
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39354 On Wed, 16 May 2007, Eric Fitzgerald wrote: To reproduce: Create a new tech (call it anything you want). Make this tech have a root_req set to itself (thus not researchable). Try to assign the tech to a nation through init_tech. I did exactly this, and no assert. This was done with the SVN from the initial date of the bug submittal. Can you reproduce it with the current SVN? - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39371) [OS X] Apostrophe in path to freeciv and it can't start
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39371 There seems to be a problem in the launch script for Freeciv in the Mac OS X installation. Apparently an apostrophe (') in the path to the application is not escaped in the startup script and causes syntax error, and no error is shown (but on the Console) This information is taken from this post: http://forum.freeciv.org/viewtopic.php?p=15603sid=837141b8b7c76a1baddd033b8a725ae8#15603 Here is the specific python error, error posted by a freeciv forums user: File /Users/xapple/Library/Application Support/Freeciv/2.0.9/run-freeciv.py, line 6 FREECIVDIR = '/Volumes/xApple's HD/My Folders/Games/FreeCiv/2.0.9/Freeciv.app/Contents/Resources/freeciv-x.y.z' ^ SyntaxError: invalid syntax It was confirmed that renaming his Disk to remove the ' resolved the issue. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#8398) Re: Bug: cease-fires can't be extended
URL: http://bugs.freeciv.org/Ticket/Display.html?id=8398 I think the proper solution to this problem is that ceasefires do not count down, but can be broken at any time by any government without penalty. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39372) 2.1.0b4 default cities.ruleset celebrate_size_limit mismatch ruleset.c celebratesize
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39372 or vice versa. I think that the celebrate_size is a better name for both. Currently, the code is: /* City Parameters */ game.info.celebratesize = secfile_lookup_int_default(file, GAME_DEFAULT_CELEBRATESIZE, parameters.celebratesize); Need to choose one name! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39370) 2.1.0b4 city vision radius too small
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39370 Per I. Mathisen wrote: Yes. Patch to change this most welcome. Apparently, it was a conscious decision by some prior developer. There is a documented vision parameter that is only FALSE for cities. Therefore, I propose a configurable ruleset option. Tested, works for me. --- ../cities.ruleset Sun Feb 18 23:01:51 2007 +++ data/default/cities.ruleset Thu May 17 14:43:49 2007 @@ -60,6 +60,8 @@ ;forced_luxury = 100 ;forced_gold = 0 +vision_reveal_tiles = 1 ; was default zero for old savegames + ; ; City styles define the way cities are drawn ; --- ../citytools.c Tue Mar 20 22:22:54 2007 +++ server/citytools.c Thu May 17 13:49:28 2007 @@ -791,7 +791,7 @@ give_citymap_from_player_to_player(pcity, pgiver, ptaker); old_vision = pcity-server.vision; - pcity-server.vision = vision_new(ptaker, pcity-tile, FALSE); + pcity-server.vision = vision_new(ptaker, pcity-tile, game.info.city_reveal_tiles); vision_layer_iterate(v) { vision_change_sight(pcity-server.vision, v, vision_get_sight(old_vision, v)); @@ -974,7 +974,7 @@ } /* Before arranging workers to show unknown land */ - pcity-server.vision = vision_new(pplayer, ptile, FALSE); + pcity-server.vision = vision_new(pplayer, ptile, game.info.city_reveal_tiles); city_refresh_vision(pcity); tile_set_city(ptile, pcity); --- ../packets.def Tue Mar 20 22:23:07 2007 +++ common/packets.def Thu May 17 13:25:59 2007 @@ -417,6 +417,7 @@ UINT8 allowed_city_names; IMPROVEMENT palace_building; IMPROVEMENT land_defend_building; + BOOL city_reveal_tiles; BOOL changable_tax; UINT8 forced_science; UINT8 forced_luxury; --- ../ruleset.cSun Feb 18 23:01:46 2007 +++ server/ruleset.cThu May 17 13:42:57 2007 @@ -2319,6 +2319,7 @@ game.info.angrycitizen = secfile_lookup_bool_default(file, GAME_DEFAULT_ANGRYCITIZEN, parameters.angry_citizens); + game.info.changable_tax = secfile_lookup_bool_default(file, TRUE, parameters.changable_tax); game.info.forced_science = @@ -2332,6 +2333,10 @@ freelog(LOG_FATAL, Forced taxes do not add up in ruleset!); exit(EXIT_FAILURE); } + + /* old versions didn't reveal tiles */ + game.info.city_reveal_tiles = +secfile_lookup_bool_default(file, FALSE, parameters.vision_reveal_tiles); /* City Styles ... */ --- ../savegame.c Tue Mar 20 22:22:54 2007 +++ server/savegame.c Thu May 17 13:45:08 2007 @@ -2378,7 +2378,7 @@ } /* adding the cities contribution to fog-of-war */ -pcity-server.vision = vision_new(pcity-owner, pcity-tile, FALSE); +pcity-server.vision = vision_new(pcity-owner, pcity-tile, game.info.city_reveal_tiles); city_refresh_vision(pcity); pcity-units_supported = unit_list_new(); ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39342) 2.1.0-beta4 border vs. fog of war
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39342 Per Inge Mathisen wrote: So this is like today, only that you forget borders after a turn if you do not see the border source? It is actually rather complicated, and it does not answer my worry above that it will make borders hard to visualize, due to the prevalence of FoW. I see borders as a technique for constraining movement, rather than something to visualize. Leaving parts of old ones lying around seems more confusing to me. But, I only gave a rationale for cleaning them up. You don't seem to agree with my rationale ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39370) 2.1.0b4 city vision radius too small
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39370 Oh bother, I see that while I was poking at keeping things backward compatible, you made a sweeping change. Ah well, here's my 2.1.0b4 proposal as applied to trunk Mix and match? /* Index: server/citytools.c === --- server/citytools.c (revision 12955) +++ server/citytools.c (working copy) @@ -792,7 +792,7 @@ give_citymap_from_player_to_player(pcity, pgiver, ptaker); old_vision = pcity-server.vision; - pcity-server.vision = vision_new(ptaker, pcity-tile, FALSE); + pcity-server.vision = vision_new(ptaker, pcity-tile, game.info.city_reveal_tiles); vision_layer_iterate(v) { vision_change_sight(pcity-server.vision, v, vision_get_sight(old_vision, v)); @@ -976,7 +976,7 @@ } /* Before arranging workers to show unknown land */ - pcity-server.vision = vision_new(pplayer, ptile, FALSE); + pcity-server.vision = vision_new(pplayer, ptile, game.info.city_reveal_tiles); city_refresh_vision(pcity); tile_set_city(ptile, pcity); Index: server/ruleset.c === --- server/ruleset.c(revision 12955) +++ server/ruleset.c(working copy) @@ -2575,6 +2575,7 @@ game.info.angrycitizen = secfile_lookup_bool_default(file, GAME_DEFAULT_ANGRYCITIZEN, parameters.angry_citizens); + game.info.changable_tax = secfile_lookup_bool_default(file, TRUE, parameters.changable_tax); game.info.forced_science = @@ -2589,6 +2590,10 @@ exit(EXIT_FAILURE); } + /* old versions didn't reveal tiles */ + game.info.city_reveal_tiles = +secfile_lookup_bool_default(file, FALSE, parameters.vision_reveal_tiles); + /* City Styles ... */ styles = secfile_get_secnames_prefix(file, citystyle_, nval); Index: server/savegame.c === --- server/savegame.c (revision 12955) +++ server/savegame.c (working copy) @@ -2426,7 +2426,7 @@ } /* adding the cities contribution to fog-of-war */ -pcity-server.vision = vision_new(pcity-owner, pcity-tile, FALSE); +pcity-server.vision = vision_new(pcity-owner, pcity-tile, game.info.city_reveal_tiles); city_refresh_vision(pcity); pcity-units_supported = unit_list_new(); /*** Index: data/default/cities.ruleset === --- data/default/cities.ruleset (revision 12955) +++ data/default/cities.ruleset (working copy) @@ -60,6 +60,8 @@ ;forced_luxury = 100 ;forced_gold = 0 +vision_reveal_tiles = 1 ; was default zero for old savegames + ; ; City styles define the way cities are drawn ; Index: common/packets.def === --- common/packets.def (revision 12955) +++ common/packets.def (working copy) @@ -425,6 +425,7 @@ UINT8 allowed_city_names; IMPROVEMENT palace_building; IMPROVEMENT land_defend_building; + BOOL city_reveal_tiles; BOOL changable_tax; UINT8 forced_science; UINT8 forced_luxury; Index: common/city.c === --- common/city.c (revision 12955) +++ common/city.c (working copy) @@ -2389,6 +2389,7 @@ pcity-server.needs_arrange = FALSE; pcity-server.vision = NULL; /* No vision. */ + pcity-ai.founder_boat = FALSE; pcity-ai.founder_want = 0; /* calculating this is really expensive */ pcity-ai.next_founder_want_recalc = 0; /* turns to recalc found_want */ pcity-ai.trade_want = 1; /* we always want some */ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#8398) Re: Bug: cease-fires can't be extended
URL: http://bugs.freeciv.org/Ticket/Display.html?id=8398 Per I. Mathisen wrote: I think the proper solution to this problem is that ceasefires do not count down, but can be broken at any time by any government without penalty. I disagree. The count down is an essential game function. And the penalty used to be important for reputation in the original games. Now, I'm uncertain about the penalty (reputation is gone?), but I'd still like to see a count. Perhaps the count value should be negotiable, just like gold value? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#13864) Data: Kurd nation
URL: http://bugs.freeciv.org/Ticket/Display.html?id=13864 New version of the nation ruleset. Written by Architeuthis using some of my data. See forum tread for full discussion: http://forum.freeciv.org/viewtopic.php?t=3076 ~Daniel kurd.ruleset Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev