[Freeciv-Dev] [patch #1674] Albanian nation

2010-08-28 Thread J.M. Maalderink

Update of patch #1674 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1673] Atlantean nation

2010-08-28 Thread J.M. Maalderink

Update of patch #1673 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #16574] kiev.ruleset missing

2010-08-28 Thread J.M. Maalderink

Follow-up Comment #3, bug #16574 (project freeciv):

Is there perhaps some kind of utility I can run to test if everything is ok?
This kind of error doesn't show up when I'm just testing.

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[Freeciv-Dev] [bug #16528] messages tab 'tears off'

2010-08-28 Thread Daniel Markstedt

Follow-up Comment #6, bug #16528 (project freeciv):

I'm fine with hard-coding it.

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[Freeciv-Dev] [bug #16565] borders and peace treaty

2010-08-28 Thread Jacob Nevins

Follow-up Comment #2, bug #16565 (project freeciv):

BUG sounds like the existing bug #15339. We don't seem to have figured out
the right answer to this one yet.

How is WISH2 different from an Alliance (except for the actions when the
treaty is broken, of which your first option is more or less equivalent to
CivIV "open borders")?

The WISH, which I think is for a specific unit flag to be able to ignore
diplomatic restrictions on movement, is new, I think; currently it's tied up
in NonMil, which also affects happiness.

> Please note that even though settlers and workers aren't 
> military units, they can still be used to perform passive-
> aggressive warfare, basically by blocking access to certain 
> tiles within the other nation's borders. So if you allow 
> peaceful nations' non-military units within your borders, you 
> open up for abuse of the peace treaty without risk of formal 
> repercussions.
That seems to be where we are...

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[Freeciv-Dev] [patch #1895] Allow generated help sections' nesting to be specified in helpdata.txt

2010-08-28 Thread Jacob Nevins

URL:
  

 Summary: Allow generated help sections' nesting to be
specified in helpdata.txt
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 08/29/10 at 02:34
Category: docs
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

Currently, the generated help sections' nesting level is hardcoded in
helpdata.c. For some future patches it would be helpful if it could be
specified by helpdata.txt instead.



___

File Attachments:


---
Date: Sunday 08/29/10 at 02:34  Name: trunk-generated-help-nesting.diff 
Size: 7kB   By: jtn
trunk r17879: Specify generated section nesting in helpdata.txt.


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[Freeciv-Dev] [patch #1893] [metaticket] Help updates for 2.3.0

2010-08-28 Thread Jacob Nevins

Follow-up Comment #1, patch #1893 (project freeciv):

* "description" in multiplayer/game.ruleset should describe in detail how it
is different from the default ruleset.

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[Freeciv-Dev] [bug #16575] Stale/absent player list in client in pregame

2010-08-28 Thread Jacob Nevins

URL:
  

 Summary: Stale/absent player list in client in pregame
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 08/29/10 at 01:53
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk r17879
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

With trunk r17879, if you start up a server and connect a freshly started
client to it, I find that the player list is blank. If I connect a second
client, the first client's player list updates.

Also, if I disconnect the one client, change the player list (say, pick a
different nation in the other client), and reconnect, the reconnected client
displays a player list, but it's out of date.

Seems to have come in around r17855, bug #16501. Doesn't show up if the
client starts its own server. S2_2 is fine.




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[Freeciv-Dev] [bug #16574] kiev.ruleset missing

2010-08-28 Thread Daniel Markstedt

Update of bug #16574 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #1:

I think it's supposed to be 'ruthenian.ruleset' rather than 'kiev.ruleset'

(file #10068)
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[Freeciv-Dev] [bug #16574] kiev.ruleset missing

2010-08-28 Thread Daniel Markstedt

URL:
  

 Summary: kiev.ruleset missing
 Project: Freeciv
Submitted by: dmarks
Submitted on: Sunday 08/29/2010 at 09:35
Category: rulesets
Severity: 5 - Blocker
Priority: 9 - Immediate
  Status: None
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

kiev.ruleset is defined in POTFILES.in but the file itself is missing.

Causes 'make freeciv.pot' to fail.




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[Freeciv-Dev] [bug #16545] highlight enemy units on the world map

2010-08-28 Thread Jacob Nevins

Follow-up Comment #2, bug #16545 (project freeciv):

It would probably help if the overview options were easier to get at (bug
#16515).

(Unfortunately it's more or less impossible to pick a set of player colours
that is compatible with the fixed colours on the overview map -- I tried in
patch #1386, and failed
.)

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[Freeciv-Dev] [bug #16528] messages tab 'tears off'

2010-08-28 Thread Jacob Nevins

Follow-up Comment #5, bug #16528 (project freeciv):

> But it /wont/ go back to the original location if its not the 
> last window in the list. 

That's true. Also, if you tear off and put back things like the overview map,
they can end up in odd places. It bugs me too, but I thought I was just being
a bit OCD
.

I suppose it might not be that hard to hard-code the tab order (etc) and
always put each tab back in its rightful place. Would anyone mind the tab
order being hard-coded?

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[Freeciv-Dev] [bug #15510] Accidentally clicking a settler/worker/engineer loses all terrain improvement progress

2010-08-28 Thread Jacob Nevins

Follow-up Comment #6, bug #15510 (project freeciv):

Attached a patch (which depends on bug #16568). Units now remember what they
were doing at the start of a turn, and if they go back to that activity then
no progress is lost. Design decisions:
* The client gets to see the "changed_from" activity as well as the server;
in principle it could use it to give accurate information about how long each
potential activity will take (although no client does this).
** Thus, this changes the network protocol and requires a capstring update.
* Stopping an activity and then moving/attacking loses all stored progress,
of course.
* Upgrading or transforming a unit also causes it to lose all stored
progress.
* Some other clerical actions like changing homecity don't affect progress.
* Fortification is a special case. (Really I think that fortification should
be a separate status of a unit rather than an activity, but that's another
patch.)

>> Another related issue is that I think progress towards an 
>> improvement is somehow accounted to individual engineers [...]
This is now separated into patch #1894.

> Hopefully the fix will involve some way of telling how far 
> along the project is...
You can tell how many turns there are to go for each project on a tile by
middle-clicking on the tile. Or do you want something different?

(file #10067)
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[Freeciv-Dev] [bug #15510] Accidentally clicking a settler/worker/engineer loses all terrain improvement progress

2010-08-28 Thread Jacob Nevins

Update of bug #15510 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => jtn
 Planned Release: => 2.3.0  
 Summary: accidently clicking a settler/worker/engineer loses
all terrain improvement progress => Accidentally clicking a
settler/worker/engineer loses all terrain improvement progress

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[Freeciv-Dev] [patch #1894] Pool worker progress on terrain projects for continuity

2010-08-28 Thread Jacob Nevins

URL:
  

 Summary: Pool worker progress on terrain projects for
continuity
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 08/29/10 at 00:27
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

I wrote in bug #15510:
> Another related issue is that I think progress towards an 
> improvement is somehow accounted to individual engineers; 
> if I have one working on a transformation, and later put 
> another one on the same activity/tile, after that, if I 
> want to take one of the engineers off the project, how long 
> the remaining one will take to finish the transformation 
> depends on which one it is (and I have no way of telling 
> them apart). I haven't tested this rigorously, though, so 
> I may be wrong about this.

Patch not written yet, but here's a sketch of the design I have in mind to
deal with this.

I want to make it so that progress (activity_count) is accounted to a project
(i.e. "the airbase on (42,23)") rather than individual units (as currently) --
or at least to behave that way.

One way of doing this would be to maintain a list of in-progress projects in
the per-tile structure, but that's tedious. Instead I propose to keep the
activity_count in the units (since units can only be working on one project
at once), but move the points around between units working on the same
project if one of them stops (for whatever reason), so that points are not
lost. (Unless the last unit stops working on a project, in which case it will
be abandoned, as currently.)

The client doesn't display individual activity_counts, just aggregated
progress for the tile; as long as it continues to do that, this
implementation detail will be invisible. (It does mean that an out-of-sync
client could in theory report progress more inaccurately than it would
today.)

I can't think of any undesirable effects from this. The only slightly unusual
behaviour this enables that I've thought of is this:
* Unit A is working on a project.
* Unit B moves onto the tile, using up all its movement points. It joins in
the project; although it will contribute no progress this turn.
* Unit A, which still has its MP, stops the project and uses them to do
something else.
* No progress on the original project is lost.
I don't think that's actually a problem though. Think of unit B as just
keeping the rain off until next turn :)




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[Freeciv-Dev] [patch #1572] RarĂ¡muri (Tarah umara) nation

2010-08-28 Thread J.M. Maalderink

Update of patch #1572 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #16332] possible assert in ai_diplomacy_new()

2010-08-28 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #16332 (project freeciv):

It is the right patch. If the order of creating all players and  setting the
intel state in the client was not followed, the assert replaced in the patch
would be executed. After the patch for bug #16334 was submitted this should
not happen anymore.

So it could be closed as wont fix to get a notice for this.

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[Freeciv-Dev] [bug #16573] in team_number() [team.c::384]: assertion '((void *)0) != pteam' failed.

2010-08-28 Thread Jacob Nevins

URL:
  

 Summary: in team_number() [team.c::384]: assertion '((void
*)0) != pteam' failed.
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/28/10 at 23:54
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk r17877
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 2.3.0

___

Details:

Getting this on trunk with savefiles from late in an autogame.

Of the attached savefiles, T0374 doesn't show it, T0375 does. (The savefiles
were generated with a patch I'm working on for bug #15510, and have some
extraneous entries in them, but I don't think that's relevant, and they load
fine into unpatched trunk, which is what I'm using throughout.)

Here's what the server output looks like for T0375:


Encodings: Data=UTF-8, Local=UTF-8, Internal=UTF-8
This is the server for Freeciv version 2.2.99-dev
You can learn a lot about Freeciv at http://www.freeciv.org/
2: loading savefile in new format ...
2: Loading rulesets
2: AI*1 has been added as Easy level AI-controlled player.
2: AI*2 has been added as Easy level AI-controlled player.
2: AI*3 has been added as Easy level AI-controlled player.
2: AI*4 has been added as Easy level AI-controlled player.
2: AI*5 has been added as Easy level AI-controlled player.
2: Removing player AI*1.
2: Removing player AI*2.
2: Removing player AI*3.
2: Removing player AI*4.
2: Removing player AI*5.
2: Caesar has been added as Hard level AI-controlled player.
2: Suppiluliumas has been added as Hard level AI-controlled player.
2: Thiras has been added as Hard level AI-controlled player.
2: Vishtapa has been added as Hard level AI-controlled player.
2: Tutankhamun has been added as Hard level AI-controlled player.
1: in team_number() [team.c::384]: assertion '((void *)0) != pteam' failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in team_number() [team.c::384]: assertion '((void *)0) != pteam' failed.
1: Please report this message at https://gna.org/projects/freeciv/
2: Filippos II has been added as Hard level AI-controlled player.
1: in team_number() [team.c::384]: assertion '((void *)0) != pteam' failed.
1: Please report this message at https://gna.org/projects/freeciv/
2: Agron has been added as Hard level AI-controlled player.
2: Henry Morgan has been added as Hard level AI-controlled player.
2: ... in 0.420 seconds
2: Now accepting new client connections.


A bit of analysis while I'm waiting for my autogame. Backtrace after changing
the assertion to abort():


#0  0x7f6a59d8afb5 in raise () from /lib/libc.so.6
#1  0x7f6a59d8cbc3 in abort () from /lib/libc.so.6
#2  0x00571769 in team_number (pteam=)
at team.c:384
#3  0x00570f2c in player_research_get (pplayer=)
at research.c:66
#4  0x00572b9d in player_invention_state (pplayer=0x1e53, tech=70)
at tech.c:122
#5  0x0057bb0c in can_player_build_unit_direct (p=0x2b25df0,
punittype=0x9f3200) at unittype.c:659
#6  0x00452759 in ai_data_phase_init (pplayer=0x2b911c0,
is_new_phase=false) at advdata.c:417
#7  0x00452aed in ai_data_get (pplayer=0x2b911c0) at advdata.c:725
#8  0x004a90ed in sg_load_players (loading=0x2706660)
at savegame2.c:3120
#9  0x004ab2dd in savegame2_load_real (file=)
at savegame2.c:606
#10 0x004acc02 in savegame2_load (file=0x1ae9aa0) at savegame2.c:521
#11 0x0041526a in load_command (caller=,
filename=0xa2aa48
"../autogames/unit-forgiveness/trunk-git1/civgame-T0375-Y01893-auto.sav.bz2",
check=false) at stdinhand.c:3611
#12 0x0040c534 in srv_main () at srv_main.c:2168
#13 0x004042a9 in main (argc=5, argv=0x7fffc7ec3028) at
civserver.c:376


Looking at the backtrace, I'm guessing the significant difference between the
savefiles is that the Egyptians completed the Manhattan Project. In
ai_data_phase_init(), the AI is checking each player for a nuclear threat,
and can_player_build_unit_direct() will get further after the MP is
complete.

I'm guessing (without much evidence) that the problem is something like at
the point of ai_data_get(), only the teams for players up to and including
the one currently being loaded will have been set up.



___

File Attachments:


---
Date: Saturday 08/28/10 at 23:54  Name: civgame-T0374-Y01892-auto.sav.bz2 
Size: 63kB   By: jtn
trunk r17877: T0374 has no assertion, T0375 has assertion.

---
Date: Saturday 08/28/10 at 23:54  Name: civg

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-08-28 Thread Matthias Pfafferodt

Update of bug #16413 (project freeciv):

Severity:1 - Wish => 2 - Minor  
  Status:None => In Progress
 Planned Release: => 2.3.0  

___

Follow-up Comment #1:

> 2) Another issue about Gold upkeep: 
> I have been testing a lot this system, watching AI behavior
> carefully, and I have seen the AI sometimes enter banckrupt
> due to the ammount of units supported by gold, and when
> buildings start to be destroyed they lose even more money due
> to missing marketplaces, banks, or temples replaced by
> luxury... 
> At the end I have seen some AI unable to restore positive
> income, losing most of the buildings in their cities, and
> still supporting a huge ammount of units... 
>
> It might be a good idea to disband at least one unit supported
> by gold, everytime you end turn with negative cash. 

This (untested) patch changes the gold upkeep style 2 to alternatively sell
an unit and an improvement. Please test it.

Part 1 needs another ticket ...

(file #10063)
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20100828-01-trunk-update-gold-upkeep-style-2-to-sell-alternatively-a-u.patch
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[Freeciv-Dev] [patch #1893] [metaticket] Help updates for 2.3.0

2010-08-28 Thread Jacob Nevins

URL:
  

 Summary: [metaticket] Help updates for 2.3.0
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/28/10 at 23:15
Category: docs
Priority: 5 - Normal
  Status: Need Info
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

No patches yet, just a placeholder for documentation that needs to be
written/updated before 2.3.0.

First couple of things, off the top of my head:
* Variable city radii
* Multiple city build slots




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[Freeciv-Dev] [patch #1496] Kievan Ruthenian, Khazarian and Sikh nation

2010-08-28 Thread J.M. Maalderink

Follow-up Comment #18, patch #1496 (project freeciv):

In case anybody wonders about the author attribution for the Kievan flag; the
Wikipedia flag is based on the Wikipedia coa
(http://commons.wikimedia.org/wiki/File:Coat_of_arms_of_Kiev.svg) which is
from an external site.

Also this was nation #250.

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[Freeciv-Dev] [patch #1775] [Metaticket] dynamic bitvector

2010-08-28 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1775 (project freeciv):

update to the current trunk

[1/8] patch #1768: [dbv] create new file ./utility/bitvector.(c|h)
[2/8] patch #1769: [dbv] fix include of bitvector.h
[3/8] patch #1770: [dbv] dynamic bitvector (dbv)
[4/8] patch #1771: [dbv] rename player_map_allocate() => player_map_init()
[5/8] patch #1776: [dbv] use a dbv for the river map
[6/8] patch #1772: [dbv] define an interface to call different functions at
client and server
[7/8] patch #1773: [dbv] remove tile:tile_seen
[8/8] patch #1774: [dbv] remove tile:tile_known

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[Freeciv-Dev] [patch #1774] [dbv] remove tile:tile_known

2010-08-28 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1774 (project freeciv):

update to current trunk

(file #10062)
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[Freeciv-Dev] [patch #1773] [dbv] remove tile:tile_seen

2010-08-28 Thread Matthias Pfafferodt

Update of patch #1773 (project freeciv):

 Summary: [dbv][interface] remove tile:tile_seen => [dbv]
remove tile:tile_seen

___

Follow-up Comment #2:

update to current trunk

(file #10061)
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[Freeciv-Dev] [patch #1772] [dbv] define an interface to call different functions at client and server

2010-08-28 Thread Matthias Pfafferodt

Update of patch #1772 (project freeciv):

 Summary: [interface] define an interface to call different
functions at client and server => [dbv] define an interface to call different
functions at client and server

___

Follow-up Comment #4:

update to current trunk

* rename interface.(ch) to fc_interface.(ch)
* similar change for all functions

(file #10060)
___

Additional Item Attachment:

File name:
20100828-10-trunk-define-an-interface-to-call-different-functions-at-c.patch
Size:7 KB


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[Freeciv-Dev] [patch #1776] [dbv] use a dbv for the river map

2010-08-28 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1776 (project freeciv):

update to current trunk

(file #10059)
___

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File name: 20100828-09-trunk-use-a-dbv-for-the-river-map.patch Size:14 KB


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[Freeciv-Dev] [patch #1771] [dbv] rename player_map_allocate() => player_map_init()

2010-08-28 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1771 (project freeciv):

update to current trunk

(file #10058)
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File name: 20100828-08-trunk-rename-player_map_allocate-player_map_init.patch
Size:3 KB


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[Freeciv-Dev] [patch #1770] [dbv] dynamic bitvector (dbv)

2010-08-28 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1770 (project freeciv):

update to current trunk

from bitvector.c:

There are two types of bitvectors defined in this file:
(1) bv_*  - static bitvectors; used for data which where the length is fixed
(number of players; flags for enums; ...). They are named bv_* and the macros
BV_* are defined.
(2) dbv_* - dynamic bitvectors; its size is not known a priori but defined by
the player (map known bitvectors). This bitvectors are given as 'struct dbv'
and the information can be accessed using the functions dbv_*(). They uses
the BV_* macros.


(file #10057)
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[Freeciv-Dev] [patch #1769] [dbv] fix include of bitvector.h

2010-08-28 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1769 (project freeciv):

update to current trunk

(file #10056)
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[Freeciv-Dev] [patch #1768] [dbv] create new file ./utility/bitvector.(c|h)

2010-08-28 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1768 (project freeciv):

update to current trunk

(file #10055)
___

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File name:
20100828-05-trunk-create-new-file-.-utility-bitvector.-c-h-and-move-a.patch
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[Freeciv-Dev] [bug #16572] Server option "-r file.serv" no longer works as expected

2010-08-28 Thread Jacob Nevins

URL:
  

 Summary: Server option "-r file.serv" no longer works as
expected
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/28/10 at 22:46
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 2.3.0

___

Details:

Behaviour seems to have changed in r17760 on trunk (bug #16410). Settings set
in the file passed to "-r" seem to get reverted/ignored, and I can't start an
autogame with my usual script. S2_2 seems not to have this problem despite
having had the same change.

Example where foo.serv contains simply "set aifill 7":

r17759 (good):


$ server/freeciv-server -p 5557 -r foo.serv
Encodings: Data=UTF-8, Local=UTF-8, Internal=UTF-8
This is the server for Freeciv version 2.2.99-dev
You can learn a lot about Freeciv at http://www.freeciv.org/
2: Loading rulesets
1: Entry value not recognized:
2: AI*1 has been added as Easy level AI-controlled player.
2: AI*2 has been added as Easy level AI-controlled player.
2: AI*3 has been added as Easy level AI-controlled player.
2: AI*4 has been added as Easy level AI-controlled player.
2: AI*5 has been added as Easy level AI-controlled player.
2: Loading script file: ./foo.serv
2: AI*6 has been added as Easy level AI-controlled player.
2: AI*7 has been added as Easy level AI-controlled player.
--
All options with non-default values
! means the option is locked by the ruleset
+ means you may change the option
= means the option is on its default value
--
Optionvalue   (min,max)  description
--
aifill+ 7 (0,126)Limited number of AI players
--
2: Now accepting new client connections.

For introductory help, type 'help'.
> 


i.e. aifill has ended up as 7.

r17760 (bad):


$ server/freeciv-server -p 5557 -r foo.serv
Encodings: Data=UTF-8, Local=UTF-8, Internal=UTF-8
This is the server for Freeciv version 2.2.99-dev
You can learn a lot about Freeciv at http://www.freeciv.org/
2: Loading script file: ./foo.serv
--
All options with non-default values
! means the option is locked by the ruleset
+ means you may change the option
= means the option is on its default value
--
Optionvalue   (min,max)  description
--
aifill+ 7 (0,126)Limited number of AI players
--
2: Loading rulesets
1: Entry value not recognized:
2: AI*1 has been added as Easy level AI-controlled player.
2: AI*2 has been added as Easy level AI-controlled player.
2: AI*3 has been added as Easy level AI-controlled player.
2: AI*4 has been added as Easy level AI-controlled player.
2: AI*5 has been added as Easy level AI-controlled player.
2: Now accepting new client connections.
  
For introductory help, type 'help'.
> 


Notice there are only 5 AI players; "show aifill" shows it to be 5 despite
the script.




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Re: [Freeciv-Dev] New savegame format

2010-08-28 Thread Matthias Pfafferodt
I'm back and working my way through a lot of mails ...

Am Saturday 28 August 2010 13:48:37 schrieb Jacob Nevins:
> So we have a new savegame format (savegame2.c) for 2.3.x, courtesy of
> patch #1541 et al. I'd like to confirm my understanding of the
> implications for maintaining the code in future.
>
> As I understand it, we'll continue to load old and new savegames, but
> will only ever save new-format games; while we do still have code to
> save old-format games, that's only for the purpose of debugging the new
> format, and not accessible in regular builds, and will presumably go
> away at some point.

Yes, I did try to rewrite the old savegame.c file and ended up restructuring 
the entire file and also the format of the save file. As you say, the old 
file is keep to load old savegames and to debug the new format (doing a 
conversion NEW => OLD => NEW and compare the results; at the moment they 
should be identical but there are some differences for the ownership of 
tiles).

The format of the save file is determined by the setting 'saveversion'. For 
debug builds, a value of '-1' creates an old format savefile. savegame2.c 
includes functions to define different versions of the save file format. I 
have a patch which refines the handling of these compatibility part. The main 
functions in the file should only concider the current format. Updating an 
old format save file to the current one or downgrading a current one to an 
old format should be done by the compatibility functions.

> So, if I'm adding a new feature (such as new unit properties) which
> touches the savegame, I assume I only have to support both saving and
> loading it in savegame2.c, and can leave savegame.c alone (but must of
> course ensure that the new properties are initialised properly when an
> old savegame is loaded, for instance by defaults when creating a unit).
> Is that right?

Yes. If possible, the default values should support the test format test NEW 
=> OLD => NEW.

> Also, I think this means there is code in savegame2.c that was copied
> from savegame.c which can actually be removed, as it's for backward
> compatibility with old savefiles, which will always be in the old
> format. (For instance, sg_load_player_unit(), S_OLD_FORTRESS etc.) If
> that's confirmed, I'll submit a patch.

I did remove as much old code as possible. If you find a code block which is 
not needed please remove it. S_OLD_FORTRESS and S_OLD_AIRBASE are still 
included as they are part of the enum tile_special_type and I did not want to 
change the order of the enum.

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[Freeciv-Dev] [patch #1860] require gcc 3.4 for __attribute__((warn_unused_result))

2010-08-28 Thread George Koehler

Follow-up Comment #2, patch #1860 (project freeciv):

Attaching patch for trunk r17877

(file #10053)
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[Freeciv-Dev] [bug #16565] borders and peace treaty

2010-08-28 Thread Daniel Markstedt

Follow-up Comment #1, bug #16565 (project freeciv):

Please note that even though settlers and workers aren't military units, they
can still be used to perform passive-aggressive warfare, basically by blocking
access to certain tiles within the other nation's borders. So if you allow
peaceful nations' non-military units within your borders, you open up for
abuse of the peace treaty without risk of formal repercussions.

An idea: how about instantly transferring ownership of settlers or workers to
the other nation when they end up within their borders? IMHO this is a fair
and predictable rule.

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[Freeciv-Dev] [bug #16568] Bombarding doesn't count as an action for 'unitwaittime'

2010-08-28 Thread Jacob Nevins

URL:
  

 Summary: Bombarding doesn't count as an action for
'unitwaittime'
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/28/10 at 19:44
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: trunk r17877
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

___

Details:

The 'unitwaittime' server option, added in patch #1500, solves the double
move problem by enforcing a minimum time between actions in one turn and the
next. However, bombarding doesn't currently count as such an action, so you
can bombard once at the end of one turn and immediately again in the next.
(I'm guessing bombarding wasn't implemented when the patch was originally
written.)



___

File Attachments:


---
Date: Saturday 08/28/10 at 19:44  Name: trunk-bombard-unitwaittime.diff 
Size: 541B   By: jtn
trunk r17877: count bombarding as an action for unitwaittime purposes


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[Freeciv-Dev] [bug #16567] modinst/download.c fails to compile

2010-08-28 Thread George Koehler

URL:
  

 Summary: modinst/download.c fails to compile
 Project: Freeciv
Submitted by: kernigh
Submitted on: Saturday 08/28/2010 at 17:33
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: *BSD
 Planned Release: 

___

Details:

modinst/download.c of trunk r17877 fails to compile:

In file included from ../../modinst/download.c:19:
/usr/include/sys/socket.h:148: error: syntax error before "u_int8_t"
/usr/include/sys/socket.h:166: error: syntax error before "u_int8_t"
/usr/include/sys/socket.h:169: error: syntax error before "u_int64_t"
/usr/include/sys/socket.h:235: error: syntax error before "uid_t"
/usr/include/sys/socket.h:240: error: syntax error before "gid_t"
/usr/include/sys/socket.h:368: error: syntax error before "socklen_t"
...

This is like bug #16458; my OpenBSD system requires programs to include
 before . I attach diff to add  to
modinst/download.c.

(Other files, like utility/netintf.c, escape the error only because they
include  or  before . Both of these
headers seem to suck in .)



___

File Attachments:


---
Date: Saturday 08/28/2010 at 17:33  Name: ptrunk-types-before-socket.diff 
Size: 337B   By: kernigh
patch to modinst/download.c (trunk)


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[Freeciv-Dev] [bug #16556] Mac compatibility of the flag convert script

2010-08-28 Thread George Koehler

Follow-up Comment #4, bug #16556 (project freeciv):

I run an old version of OpenBSD; I have the same problem with OpenBSD 'sed'.

$ echo EXAMPLE.SVG | sed 's/.svg$//i'
sed: 1: "s/.svg$//i": bad flag in substitute command: 'i'

$ echo EXAMPLE.SVG | sed 's/.[Ss][Vv][Gg]$//'
EXAMPLE

I never encountered this bug because I never use the convert_png script.

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[Freeciv-Dev] [bug #16566] Combat menu for workers

2010-08-28 Thread Angelo Locritani

URL:
  

 Summary: Combat menu for workers
 Project: Freeciv
Submitted by: alocritani
Submitted on: Saturday 08/28/2010 at 16:47
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

The combat menu for workers shows (see image)
* Build Fortress
* Build Airbase
* Build Base
** Build Fortress
** Build Airbase
** Build Buoy

What's the purpose of Build Base submenu?
And I think it should be grayed out if no base can be built



___

File Attachments:


---
Date: Saturday 08/28/2010 at 16:47  Name: Combat_Menu_for_workers.png  Size:
39kB   By: alocritani



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[Freeciv-Dev] [bug #16565] borders and peace treaty

2010-08-28 Thread Angelo Locritani

URL:
  

 Summary: borders and  peace treaty
 Project: Freeciv
Submitted by: alocritani
Submitted on: Saturday 08/28/2010 at 16:39
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

BUG:
under normal circumstances no units except to workers,settlers and diplomats
(maybe someone else?) can enter borders of other nation you have a peace
treaty with.
But sometimes if the other nation build a city near where your troops are,
your troops can be catch inside the border (see pictures and savegame). in
the example they will be able to move outside the borders, but if border will
expand further they cannot move anymore (it happens to me), because they
cannot move inside other nation because of peace treaty.
maybe these units can be moved outside nation's borders and if there are no
free tiles (ie: only sea around new borders) disbanded (with money paid back
to owner)

WISH:
should workers and settlers be allowed to enter other nations' border while
at peace? I think it's because they are nonmilitary units like diplomats, but
I think diplomats (and spies) should be allowed but not workers (or at least,
they should be forbidden to build anything - like fortresses)

WISH2:
add an option similar to "give sea/world map" in order to allow a player to
enter you own border; in case of that player decide to backstab you and
declares war, his troops will be moved outside your border or (better)
disbanded (imagine your army catching them immediately)



___

File Attachments:


---
Date: Saturday 08/28/2010 at 16:39  Name: before_city_building.png  Size:
287kB   By: alocritani


---
Date: Saturday 08/28/2010 at 16:39  Name: freeciv-T0037-Y-2150-manual.sav.gz 
Size: 10kB   By: alocritani


---
Date: Saturday 08/28/2010 at 16:39  Name: after_city_building.png  Size:
339kB   By: alocritani



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[Freeciv-Dev] [bug #16564] S2_2 CodigStyle instructs to use fc_assert macros which do not exist

2010-08-28 Thread Marko Lindqvist

URL:
  

 Summary: S2_2 CodigStyle instructs to use fc_assert macros
which do not exist
 Project: Freeciv
Submitted by: cazfi
Submitted on: Saturday 08/28/2010 at 19:37
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

It seems that TRUNK CodingStyle is blindly copied to S2_2. It instructs one
to use fc_assert family of macros even though those macros do not exist in
S2_2.




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[Freeciv-Dev] [bug #15559] Client can't connect to its locally started server

2010-08-28 Thread George Koehler

Follow-up Comment #16, bug #15559 (project freeciv):

gcc gives the same warning to me. gcc notices that if name_count <= 0, then
we never enter the for loop to initialize 'sock'.

I am attaching a -v4 patch that prevents the warning. The patch is for S2_2.

I have never used trunk. I am now trying to compile trunk so that I can port
the patch.

(file #10046)
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[Freeciv-Dev] [patch #1892] Help: unit upgrade not documented

2010-08-28 Thread Jacob Nevins

URL:
  

 Summary: Help: unit upgrade not documented
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/28/10 at 17:30
Category: docs
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

Reading through the in-game help, I realise that I didn't document unit
upgrade and its restrictions.

Patch applies to S2_2 and trunk, but I'll only apply it to trunk for now
since it's a big new string. Maybe I'll put it on S2_2 after 2.2.3.



___

File Attachments:


---
Date: Saturday 08/28/10 at 17:30  Name: S2_2-trunk-help-unit-upgrades.diff 
Size: 1kB   By: jtn
S2_2/trunk r17877: describe unit upgrades in built-in help


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[Freeciv-Dev] [bug #16556] Mac compatibility of the flag convert script

2010-08-28 Thread Daniel Markstedt

Update of bug #16556 (project freeciv):

 Assigned to:None => dmarks 
 Release: => 2.3.0  

___

Follow-up Comment #3:

Patch with Jacob's solution.

(file #10044)
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[Freeciv-Dev] Freeciv Map - Europe included in the Softpedia database

2010-08-28 Thread Softpedia Editorial Team

Congratulations,

Freeciv Map - Europe, one of your products, has been added to Softpedia's
database of games and gaming tools. It is featured with a description text,
screenshots, download links and technical details on this page:
http://games.softpedia.com/get/Maps/Freeciv-Map-Europe.shtml

The description text was created by our editors, using sources such as text
from your product's homepage, the PAD file (if available) and the editor's
own opinions.




If you feel that having your product listed on Softpedia is not a benefit
for you or simply need something changed or updated, please contact us via
email at webmas...@softpedia.com and we will work with you to fix any
problem you may have found with the product's listing.

-- 
Sincerely,
The Softpedia Team

---
Softpedia is a library of over 400,000 free and free-to-try software
programs for Windows, Mac OS and Linux, games and gaming tools, Windows
device drivers, mobile devices and IT-related articles.
---
Softpedia - the encyclopedia of free software downloads
http://www.softpedia.com/


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[Freeciv-Dev] Freeciv Map - Gamma included in the Softpedia database

2010-08-28 Thread Softpedia Editorial Team

Congratulations,

Freeciv Map - Gamma, one of your products, has been added to Softpedia's
database of games and gaming tools. It is featured with a description text,
screenshots, download links and technical details on this page:
http://games.softpedia.com/get/Maps/Freeciv-Map-Gamma.shtml

The description text was created by our editors, using sources such as text
from your product's homepage, the PAD file (if available) and the editor's
own opinions.




If you feel that having your product listed on Softpedia is not a benefit
for you or simply need something changed or updated, please contact us via
email at webmas...@softpedia.com and we will work with you to fix any
problem you may have found with the product's listing.

-- 
Sincerely,
The Softpedia Team

---
Softpedia is a library of over 400,000 free and free-to-try software
programs for Windows, Mac OS and Linux, games and gaming tools, Windows
device drivers, mobile devices and IT-related articles.
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Softpedia - the encyclopedia of free software downloads
http://www.softpedia.com/


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[Freeciv-Dev] Freeciv Map - British Isles included in the Softpedia database

2010-08-28 Thread Softpedia Editorial Team

Congratulations,

Freeciv Map - British Isles, one of your products, has been added to
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[Freeciv-Dev] [bug #16556] Mac compatibility of the flag convert script

2010-08-28 Thread Jacob Nevins

Follow-up Comment #2, bug #16556 (project freeciv):

tar won't, but zip might.

Another (portable) way to avoid the whole issue would be:


sed 's/.[Ss][Vv][Gg]$//'


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[Freeciv-Dev] [bug #16556] Mac compatibility of the flag convert script

2010-08-28 Thread David Lowe

Follow-up Comment #1, bug #16556 (project freeciv):

Looking at what i see when i unpack the 2.2.2 tarball, the data files and
such are already in lower case anyway.  I'm going to expose my ignorance here
and ask if there is a case in which the untar process would change these to
upper case?  If not, then the 'i' flag seems pedantic.  If it is needed for
some systems, can we ifdef around this?

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[Freeciv-Dev] New savegame format

2010-08-28 Thread Jacob Nevins
So we have a new savegame format (savegame2.c) for 2.3.x, courtesy of
patch #1541 et al. I'd like to confirm my understanding of the
implications for maintaining the code in future.

As I understand it, we'll continue to load old and new savegames, but
will only ever save new-format games; while we do still have code to
save old-format games, that's only for the purpose of debugging the new
format, and not accessible in regular builds, and will presumably go
away at some point.

So, if I'm adding a new feature (such as new unit properties) which
touches the savegame, I assume I only have to support both saving and
loading it in savegame2.c, and can leave savegame.c alone (but must of
course ensure that the new properties are initialised properly when an
old savegame is loaded, for instance by defaults when creating a unit).
Is that right?

Also, I think this means there is code in savegame2.c that was copied
from savegame.c which can actually be removed, as it's for backward
compatibility with old savefiles, which will always be in the old
format. (For instance, sg_load_player_unit(), S_OLD_FORTRESS etc.) If
that's confirmed, I'll submit a patch.

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[Freeciv-Dev] [patch #1891] Decepticon nation

2010-08-28 Thread Andrzej G.

URL:
  

 Summary: Decepticon nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Saturday 08/28/2010 at 11:25
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:





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---
Date: Saturday 08/28/2010 at 11:25  Name: decepticon.ruleset  Size: 1kB   By:
artaxes



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[Freeciv-Dev] [patch #1890] Klingon nation

2010-08-28 Thread Andrzej G.

URL:
  

 Summary: Klingon nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Saturday 08/28/2010 at 10:54
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Flag of Klingons:
http://upload.wikimedia.org/wikipedia/commons/thumb/0/02/Klingon_Empire_Flag.svg/800px-Klingon_Empire_Flag.svg.png



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Date: Saturday 08/28/2010 at 10:54  Name: klingon.ruleset  Size: 1kB   By:
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[Freeciv-Dev] [bug #16559] Display no-citybuilding area

2010-08-28 Thread HanduMan

Follow-up Comment #1, bug #16559 (project freeciv):

I give my vote for this one. If this will be implemented then terrains that
are flagged with NoCities should also be included.

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[Freeciv-Dev] [bug #16560] Unable to compile trunk r17876

2010-08-28 Thread Jacob Nevins

Update of bug #16560 (project freeciv):

  Status:None => Duplicate  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #16560] Unable to compile trunk r17876

2010-08-28 Thread Jacob Nevins

Follow-up Comment #1, bug #16560 (project freeciv):

Caused by patch #1496, just checked in. I've committed a fix there.

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[Freeciv-Dev] [patch #1496] Kievan Ruthenian, Khazarian and Sikh nation

2010-08-28 Thread Jacob Nevins

Follow-up Comment #16, patch #1496 (project freeciv):

r17875 broke the trunk build. I've committed a fix (immediately).

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[Freeciv-Dev] [bug #16560] Unable to compile trunk r17876

2010-08-28 Thread Angelo Locritani

URL:
  

 Summary: Unable to compile trunk r17876
 Project: Freeciv
Submitted by: alocritani
Submitted on: Saturday 08/28/2010 at 10:15
Category: client-gtk-2.0
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

running autogen.sh and the make returns
[...]
make[3]: Entering directory `/home/angelo/freeciv-trunk/data/flags'
make[3]: *** No rule to make target `khazar.png', needed by `all-am'.  Stop.




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[Freeciv-Dev] [bug #15502] Error message "Illegal treaty ... they already have this treaty level"

2010-08-28 Thread Jacob Nevins

Follow-up Comment #6, bug #15502 (project freeciv):

> Also I suggest to block the menu, if the pact form already treaty this
nations.
This part is now bug #16557.

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[Freeciv-Dev] [bug #16559] Display no-citybuilding area

2010-08-28 Thread Angelo Locritani

URL:
  

 Summary: Display no-citybuilding area
 Project: Freeciv
Submitted by: alocritani
Submitted on: Saturday 08/28/2010 at 09:03
Category: client-gtk-2.0
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

The citymindist force the minimum distance between cities.
Can the area where you cannot build city be displayed in a special way? this
area should be all squares within citymindist squares from other cities. in
that way will be easier to plan where you can build your city without having
to manually count citymindist squares from all nearby cities.




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[Freeciv-Dev] [bug #16558] Display ZOCs

2010-08-28 Thread Jacob Nevins

Follow-up Comment #1, bug #16558 (project freeciv):

I've thought that an overlay to display ZOCs would be useful as well; in my
limited experience, they're the most confusing thing people find about
(Free)civ. I can't remember why I haven't tried it.

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[Freeciv-Dev] [bug #16558] Display ZOCs

2010-08-28 Thread Angelo Locritani

URL:
  

 Summary: Display ZOCs
 Project: Freeciv
Submitted by: alocritani
Submitted on: Saturday 08/28/2010 at 09:00
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

Add an option to display ZOCs of all units: this way can be easier to
displace units in order to form like a wall of zoc, to avoid enemies reach
certain areas.




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[Freeciv-Dev] [bug #16557] Treaty level

2010-08-28 Thread Angelo Locritani

URL:
  

 Summary: Treaty level
 Project: Freeciv
Submitted by: alocritani
Submitted on: Saturday 08/28/2010 at 08:57
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

If you propose to other nation a treaty you already have with them, in the
chat panel appears:
Illegal treaty suggested between Roman and Bengali - they already have this
treaty level.

I propose to gray out in the client the treaty you already have




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