[Freeciv-Dev] [bug #16588] Coastal tiles ignored for non-arctic terrain

2010-08-30 Thread Daniel Markstedt

URL:
  http://gna.org/bugs/?16588

 Summary: Coastal tiles ignored for non-arctic terrain
 Project: Freeciv
Submitted by: dmarks
Submitted on: Monday 08/30/2010 at 15:00
Category: client
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: None
 Planned Release: 

___

Details:

Trying to convert the 'stratege' tileset to the 2.2 tileset format but have
ran into a snag: Coastal tiles are ignored for non-arctic terrain - they are
ending up as plain ocean tiles - and I cannot wrap my head around it.

The amplio tileset that I'm using as reference doesn't make sense at all as
far as I can tell. Both its 't.l1.coast_cell...' and 't.l1.floor_cell...'
tiles are seemingly referring to the arctic coastal sprites only and the
actual regular ocean/coastal and deep ocean tiles don't seem to be referenced
anywhere.

Tileset attached if someone would like to have a look.



___

File Attachments:


---
Date: Monday 08/30/2010 at 15:00  Name: stratege.tar.gz  Size: 483kB   By:
dmarks

http://gna.org/bugs/download.php?file_id=10088

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

2010-08-30 Thread Softpedia Editorial Team

Congratulations,

Freeciv Map - Earth, 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-Earth.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.

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Sincerely,
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[Freeciv-Dev] Freeciv Map - Numenor included in the Softpedia database

2010-08-30 Thread Softpedia Editorial Team

Congratulations,

Freeciv Map - Numenor, 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-Numenor.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.

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[Freeciv-Dev] Freeciv Map - First Age included in the Softpedia database

2010-08-30 Thread Softpedia Editorial Team

Congratulations,

Freeciv Map - First Age, 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-First-Age.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

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[Freeciv-Dev] [bug #16588] Coastal tiles ignored for non-arctic terrain

2010-08-30 Thread Jacob Nevins

Follow-up Comment #1, bug #16588 (project freeciv):

Sounds a little like the trouble we're having with hex2t over in bug #16250
(which I also had a look at and haven't figured out, BTW).

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[Freeciv-Dev] [bug #16593] TRUNK doesn't compile due to player_slot change

2010-08-30 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?16593

 Summary: TRUNK doesn't compile due to player_slot change
 Project: Freeciv
Submitted by: cazfi
Submitted on: Monday 08/30/2010 at 13:35
Category: general
Severity: 3 - Normal
Priority: 1 - Later
  Status: Ready For Test
 Assigned to: cazfi
Originator Email: 
 Open/Closed: Open
 Release: TRUNK
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Fix attached, will commit immediately.



___

File Attachments:


---
Date: Monday 08/30/2010 at 13:35  Name: PlrSlotCompileFix.diff  Size: 549B  
By: cazfi

http://gna.org/bugs/download.php?file_id=10092

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[Freeciv-Dev] [bug #16593] TRUNK doesn't compile due to player_slot change

2010-08-30 Thread Marko Lindqvist

Update of bug #16593 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #16572] Server option -r file.serv no longer works as expected

2010-08-30 Thread Jacob Nevins

Follow-up Comment #2, bug #16572 (project freeciv):

 1: Entry value not recognized:
 How do you get this? 

I think that's just bug #16423, which was still present at that time.


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

2010-08-30 Thread Jacob Nevins

Follow-up Comment #2, bug #16575 (project freeciv):

Patch works for me, thanks.

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

2010-08-30 Thread Jacob Nevins

Follow-up Comment #2, bug #16573 (project freeciv):

 Remember you don't need to make code changes and compilation, 
 running with -F has the same effect.
Oops, so it does. Thanks.

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[Freeciv-Dev] [patch #1892] Help: unit upgrade not documented

2010-08-30 Thread Jacob Nevins

Update of patch #1892 (project freeciv):

  Status:  Ready For Test = Done   


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

2010-08-30 Thread Jacob Nevins

Update of bug #16568 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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

2010-08-30 Thread Jacob Nevins

Update of bug #15510 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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

2010-08-30 Thread Karl Goetz

Follow-up Comment #7, bug #16528 (project freeciv):

I'm ok with hard coding, as long as its some sort of logical order. eg,
f1-f12 tabs appear in the order f1-12 :)

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[Freeciv-Dev] [bug #16528] Put tabs back in a fixed place after they've been 'torn off'

2010-08-30 Thread Jacob Nevins

Update of bug #16528 (project freeciv):

Severity:   2 - Minor = 1 - Wish   
 Summary: messages tab 'tears off' = Put tabs back in a
fixed place after they've been 'torn off'

___

Follow-up Comment #8:

F1-F12 is how I'd order them (possibly with exception if the Merge
message/chat and map option is set, or whatever it's called.)

On the assumption that we're not going to remove the tear-off behaviour, I've
renamed the bug.

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[Freeciv-Dev] [bug #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.

2010-08-30 Thread pepeto

Update of bug #16592 (project freeciv):

  Status:None = Confirmed  

___

Follow-up Comment #1:

Backtrace:

(gdb) bt
#0  0x729b5a75 in *__GI_raise (sig=value optimised out)
at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
pid = value optimised out
selftid = value optimised out
#1  0x729b95c0 in *__GI_abort () at abort.c:92
act = {__sigaction_handler = {sa_handler = 0x5346d8, 
sa_sigaction = 0x5346d8}, sa_mask = {__val = {140737264790063, 
  140737488345808, 2543, 140737488346048, 140737263866086, 
  206158430232, 140737488346064, 140737488345840,
140737263773432, 
  206158430256, 140737488346088, 22824880, 1926656, 30419216, 
  8390250522101773151, 140737488348691}}, sa_flags = -223573286,

  sa_restorer = 0x533aa0}
sigs = {__val = {32, 0 repeats 15 times}}
#2  0x729ae941 in *__GI___assert_fail (
assertion=0x5346d8 unit_list_size(ptile-units) == 0, 
file=value optimised out, line=2543, 
function=0x534ef0 handle_tile_info) at assert.c:81
buf = 0x15c47b0 freeciv-gtk2:
packhand.c :2543 : handle_tile_info:  L'assertion
« unit_list_size(ptile-units) == 0 » a échoué.\n
#3  0x0043c0e8 in handle_tile_info (packet=0x1ca47d0)
at packhand.c:2543
new_known = TILE_KNOWN_UNSEEN
old_known = TILE_KNOWN_SEEN
tile_changed = false
powner = 0x0
presource = 0x1b37a40
pterrain = 0x1
ptile = 0x1e1a4b0
pnation = 0x0
__PRETTY_FUNCTION__ = handle_tile_info
#4  0x0044038f in client_handle_packet (type=value optimised out, 
packet=0x0) at packhand_gen.c:62
No locals.
#5  0x00417c1d in client_packet_input (packet=value optimised out,

type=14) at client_main.c:529
No locals.
#6  0x0041d149 in input_from_server (fd=value optimised out)
at clinet.c:383
result = true
packet = 0x0
type = PACKET_TILE_INFO
__PRETTY_FUNCTION__ = input_from_server
#7  0x74f27d3f in gdk_io_invoke (source=value optimised out, 
condition=value optimised out, data=value optimised out)
at /build/buildd/gtk+2.0-2.20.1/gdk/gdkevents.c:1082
closure = 0x13f48e0
gdk_cond = GDK_INPUT_READ
#8  0x72d438c2 in g_main_dispatch (context=0x91bcf0)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:1960
dispatch = 0x72d85e10 g_io_unix_dispatch
user_data = 0x13f48e0
callback = 0x74f27cf0 gdk_io_invoke
cb_funcs = 0x72fe1610
cb_data = 0x13fc530
current_source_link = {data = 0x13fc4b0, next = 0x0}
source = 0x13fc4b0
current = 0x13e0a20
i = 2
#9  IA__g_main_context_dispatch (context=0x91bcf0)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2513
No locals.
#10 0x72d47748 in g_main_context_iterate (context=0x91bcf0, 
block=value optimised out, dispatch=value optimised out, 
self=value optimised out)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2591
max_priority = 0
timeout = 0
some_ready = 1
nfds = 4
allocated_nfds = -220903856
fds = value optimised out
__PRETTY_FUNCTION__ = g_main_context_iterate
#11 0x72d47c55 in IA__g_main_loop_run (loop=0xfa3b00)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2799
self = 0x9823a0
__PRETTY_FUNCTION__ = IA__g_main_loop_run
#12 0x752eabb7 in IA__gtk_main ()
at /build/buildd/gtk+2.0-2.20.1/gtk/gtkmain.c:1219
tmp_list = 0x927740
functions = 0x0
init = 0xa2d190
loop = value optimised out
#13 0x00417059 in ui_main (argc=1, argv=0x7fffe348)
at gui_main.c:1615
home = value optimised out
sig = value optimised out
#14 0x00417f9a in client_main (argc=value optimised out, 
argv=0x7fffe348) at client_main.c:481
i = 1
loglevel = 2
ui_options = value optimised out
ui_separator = 64
option = value optimised out
user_tileset = false
#15 0x729a0c4d in __libc_start_main (main=value optimised out, 
argc=value optimised out, ubp_av=value optimised out, 
init=value optimised out, fini=value optimised out, 
rtld_fini=value optimised out, stack_end=0x7fffe338)
at libc-start.c:226
result = value optimised out
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {0, -727124314455238109, 
4271136, 140737488347968, 0, 0, 727124314305370659, 
727148261492169251}, mask_was_saved = 0}}, priv = {pad =
{0x0, 
  0x0, 0x52da40, 0x7fffe348}, data = {prev = 0x0, 
  cleanup = 0x0, canceltype = 5429824}}}
not_first_call = value optimised out
#16 0x00412c49 in _start ()
No symbol table info available.



[Freeciv-Dev] [bug #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.

2010-08-30 Thread pepeto

Update of bug #16592 (project freeciv):

Category:  client-gtk-2.0 = general

___

Follow-up Comment #2:

French removes shared vision at the turn change. It seems the units in the
V_INVIS vision layer are not properly removed for the client. Sounds like an
important server bug, but the client shouldn't assert there anyway.


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[Freeciv-Dev] [bug #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.

2010-08-30 Thread Marko Lindqvist

Follow-up Comment #3, bug #16592 (project freeciv):

That client side assert has revealed at least 5 server side bugs over the
years, so it is very useful if not elegant.

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[Freeciv-Dev] [bug #15513] Put 'All' nations tab at the bottom

2010-08-30 Thread Jacob Nevins

Update of bug #15513 (project freeciv):

 Assigned to: jtn = dmarks 

___

Follow-up Comment #3:

Um, looks sensible and works for me.

Presumably a similar patch could be made for the win32 client if were still
maintaining that. The other clients (SDL and xaw) don't do nation groups.

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[Freeciv-Dev] [bug #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.

2010-08-30 Thread pepeto

Follow-up Comment #4, bug #16592 (project freeciv):

I would suggest to assert there only if 2.2 is configured with --enable-debug
is enabled. Else, it will crash any normal client which connect an old server.
For 2.3, using fc_assert() seems good to prevent the client to crash in
classic configurations.


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[Freeciv-Dev] [bug #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.

2010-08-30 Thread pepeto

Follow-up Comment #5, bug #16592 (project freeciv):

Reason of the problem:
remove_shared_vision() uses vision_layer_iterate macro which iterates V_MAIN
then V_INVIS. When V_MAIN tile seen count is 0, the tile is fogged, whereas
it didn't handle the V_INVIS units yet.

It should iterate the vision layers in the reverse order like commented in
vision_clear_sight(). I will check if there are other way to reproduce
similar bugs.


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

2010-08-30 Thread Jacob Nevins

Update of patch #1895 (project freeciv):

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


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[Freeciv-Dev] [bug #16596] Mark capital cities on map

2010-08-30 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16596

 Summary: Mark capital cities on map
 Project: Freeciv
Submitted by: jtn
Submitted on: Monday 08/30/10 at 15:55
Category: client
Severity: 1 - Wish
Priority: 1 - Later
  Status: Need Info
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

It's bugged me for a while that capital cities aren't flagged somehow on the
map. The information isn't secret -- you can middle-click-search for cities
you've seen to have a Palace, and the diplomacy dialog automates this for you
-- but it's hard to get at, so I don't re-check it often. I'd like something
like the indication you get that a city is occupied.

Not sure what to use visually, though. My best idea so far is a CivIV-style
gold star, although that clashes rather badly with the current citybar
graphics for occupation.




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[Freeciv-Dev] [bug #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.

2010-08-30 Thread pepeto

Update of bug #16592 (project freeciv):

  Status:   Confirmed = Ready For Test 

___

Follow-up Comment #6:

Fix attached:
* Always remove invisible units before fogging the tile. It was possible to
happen a bit everywhere, notably with non-default rulesets. However, when the
invisible layer radius is bigger than the main layer, the result is still
buggy (impossible to fix with the current implementation).
* Added vision_layer_reverse_iterate macro.
* Removed assertion for non debug clients.

Testing would be very appreciated.


(file #10095)
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Additional Item Attachment:

File name: S2_2_vision_layers.diffSize:18 KB


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[Freeciv-Dev] [bug #16572] Server option -r file.serv no longer works as expected

2010-08-30 Thread pepeto

Update of bug #16572 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Assigned to:None = pepeto 

___

Follow-up Comment #3:

Fix attached which doesn't call settings_init() in settings_ruleset().
Anyway, it was also the cause of memory leakage in the game_value field of
the string options.


(file #10096)
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Additional Item Attachment:

File name: trunk_load_ruleset_no_reset.diff Size:0 KB


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

2010-08-30 Thread pepeto

Update of bug #16564 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.2.3  

___

Follow-up Comment #1:

Also remove the reference to utility/specenum_gen.h...


(file #10097)
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Additional Item Attachment:

File name: S2_2_CodingStyle.diff  Size:2 KB


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[Freeciv-Dev] [bug #16597] Client assumes perfect knowledge of foreign capital locations

2010-08-30 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16597

 Summary: Client assumes perfect knowledge of foreign capital
locations
 Project: Freeciv
Submitted by: jtn
Submitted on: Monday 08/30/10 at 16:42
Category: None
Severity: 2 - Minor
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I think there are places in the code where the client assumes it knows where
foreign capitals are. Since it works this out via find_palace(), which
iterates over the cities known to it looking for palaces, I think it can be
inaccurate in the presence of fog-of-war.

 (I haven't tested either of these yet, so I could be wrong, but I couldn't
see any special case in the code which would keep clients apprised of capital
location regardless of FoW.)

The one consequence of this I've found is minor. In the diplomacy dialog,
foreign capitals are calculated by calling find_palace(), which returns the
first city it finds which is_capital(). However, a nation could have built a
new Palace in a city you've seen recently, but you could also think there's
still a Palace in a city you haven't seen recently; in this case the client
will choose one of the two randomly. find_palace() should probably count the
number of capitals and return NULL if it finds more than one.
The attached (contrived) savegame illustrates this: on my machine, when I
reloaded the save, the Burmese view of the Hungarian capital is correct, but
the Hungarian view of the Burmese capital is wrong.
(It generally seems a bit awkward that this part of the diplomacy dialog
displays potentially-stale information, whereas everything else you can see
there is guaranteed to be up-to-date if you can see it at all.)

(There's another place where find_palace() is used, in city_waste() which is
in common. It turns out that this is only ever used in the client by the CMA
at the moment, which only ever works on your empire and thus has perfect
knowledge; I think investigating a foreign city uses server-supplied values
for corruption etc. This design is skirting close to the edge of a bug, but I
don't have any suggestions for doing anything about it; the CMA presumably
needs to be able to do the calculations on the fly on the client side.)




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[Freeciv-Dev] [bug #16597] Client assumes perfect knowledge of foreign capital locations

2010-08-30 Thread Jacob Nevins

Additional Item Attachment, bug #16597 (project freeciv):

File name: new-palaces-2.sav.bz2  Size:16 KB


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[Freeciv-Dev] [bug #16597] Client assumes perfect knowledge of foreign capital locations

2010-08-30 Thread pepeto

Follow-up Comment #1, bug #16597 (project freeciv):

 I think there are places in the code where the client assumes it
 knows where foreign capitals are. Since it works this out via
 find_palace(), which iterates over the cities known to it
 looking for palaces, I think it can be inaccurate in the
 presence of fog-of-war.

 (I haven't tested either of these yet, so I could be wrong, but
 I couldn't see any special case in the code which would keep
 clients apprised of capital location regardless of FoW.)

I don't know how the client checks currently the capitals, but I can point to
you the client can know what is the capital of a player, even if the city is
fogged: player::wonders[improvement_index(palace)]) is the a city id.


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[Freeciv-Dev] [bug #16597] Client assumes perfect knowledge of foreign capital locations

2010-08-30 Thread Jacob Nevins

Follow-up Comment #2, bug #16597 (project freeciv):

(Oops, the comment about testing was a lie; as you can see from the savegame,
I did test it after all.)

Making find_palace(), and possibly is_capital(), use that information instead
would be a nice solution; I think it's reasonable to always know the name of
someone's capital if you have diplomatic contact with them.

However, I don't think there's anything that forces EFT_CAPITAL_CITY to be
associated with a small wonder. (Although all the alternatives I can think of
would expose shortcomings of the effect system, I suspect; for example, I'm
guessing that a unique unit that you could move between your cities wouldn't
update corruption across the empire whenever it moved. So perhaps we could
just document that it should be a small wonder for now.)

You'd still to able to see multiple apparent Palaces, as in the savegame, but
the capital flagging I suggest in bug #16596 would take care of that.

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[Freeciv-Dev] [bug #16598] Foreign capital always displayed as (unknown) on trunk

2010-08-30 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16598

 Summary: Foreign capital always displayed as (unknown) on
trunk
 Project: Freeciv
Submitted by: jtn
Submitted on: Monday 08/30/10 at 17:41
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk r17897
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

___

Details:

In the intelligence dialog, the intelligence dialog always displays Capital:
(unknown) (at least in r17897).

This happens with new games and savegames (such as file #10098 from bug
#16597). The same savegame doesn't show the issue when loaded into S2_2.

Middle-clicking on cities never seems to show them as having a Palace, even
if you have up-to-date information on them. City Walls are
described/displayed correctly.




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[Freeciv-Dev] [bug #16597] Client assumes perfect knowledge of foreign capital locations

2010-08-30 Thread Jordi Negrevernis i Font

Follow-up Comment #3, bug #16597 (project freeciv):


 I think there are places in the code where the client assumes it
 knows where foreign capitals are. Since it works this out via
 find_palace(), which iterates over the cities known to it
 looking for palaces, I think it can be inaccurate in the
 presence of fog-of-war. 

This is a left over from the time when the client saw all the map (or at
least a lot!). There used to be people with modified versions of the client
which could see the units of enemy cities before making an attack...

Then, some folk volunteered to make the modifications as to make the server
send only the right information to the client.


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[Freeciv-Dev] [bug #16588] Coastal tiles ignored for non-arctic terrain

2010-08-30 Thread HanduMan

Follow-up Comment #2, bug #16588 (project freeciv):

The reason why Amplio's 't.l1.coast_cell...' and 't.l1.floor_cell...' tiles
refer to the arctic coastal sprites is that layer 1 of both tile_floor and
tile_coast is defined to match with ice. Layer 0 is the one that is matchinig
with land and this is defined in Amplio's ocean.spec file. I have been working
mostly with (iso)hex tilesets so I have not even tried to understand how that
one works. The original coastlines are not used in Amplio anymore.

I did not actually try the attached stratege tileset so I don't know if you
need different coastlines for arctic and dry terrains. If I remeber correctly
stratege is very simplified one so probably there's no need for different
coast graphics.

In my opinion, you should get rid of the extra layers, define fewer match
types (replace 'ice' with 'land' and so on) to make it simpler and easier to
maintain (and understand). Whether you want to try make something out of
amplio's ocean.spec or do it more traditionally, is up to you.

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[Freeciv-Dev] [bug #16586] Amplio includes own buildings.spec

2010-08-30 Thread HanduMan

Follow-up Comment #1, bug #16586 (project freeciv):

The amplio/amplio2 tilesets are including their own buildings.spec that
refers the same sprites in misc/ 
Not true. It refers to individual image files in buildings/


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[Freeciv-Dev] [bug #16587] Wonder sprites only in amplio

2010-08-30 Thread HanduMan

Follow-up Comment #1, bug #16587 (project freeciv):

Only the amplio/amplio2 tilesets specifies wonder sprites. The spec file
should be moved to misc/ and included from other tilesets.
Why? The other tilesets have their own images for wonders which fit their
style better than those in amplio. Including bits of amplio's Hi-Fi graphics
would create a huge contrast in some tilesets with lesser details.

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[Freeciv-Dev] [bug #16588] Coastal tiles ignored for non-arctic terrain

2010-08-30 Thread Daniel Markstedt

Update of bug #16588 (project freeciv):

 Assigned to:None = dmarks 

___

Follow-up Comment #3:

Thanks HanduMan; I didn't realize how much the structure of the amplio
tileset had changed between 2.1 and 2.2.

I think the attached version of stratege is good to go.

(file #10101)
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Additional Item Attachment:

File name: stratege.tar.gzSize:0 KB


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[Freeciv-Dev] [bug #16588] Coastal tiles ignored for non-arctic terrain

2010-08-30 Thread Daniel Markstedt

Additional Item Attachment, bug #16588 (project freeciv):

File name: stratege.tar.gzSize:472 KB


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[Freeciv-Dev] [bug #16587] Wonder sprites only in amplio

2010-08-30 Thread Daniel Markstedt

Follow-up Comment #2, bug #16587 (project freeciv):

We can maintain both sets of wonder icon specs in misc/ and leave it up to
the individual tileset which one to reference.

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[Freeciv-Dev] [bug #16586] Amplio includes own buildings.spec

2010-08-30 Thread Daniel Markstedt

Follow-up Comment #2, bug #16586 (project freeciv):

You're right - I forgot that there are two sets of building/wonder icons.

I suggest doing something like buildings-large.spec and wonders-large.spec
and move both to misc/

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[Freeciv-Dev] [patch #1902] Apache nation

2010-08-30 Thread Andrzej G.

URL:
  http://gna.org/patch/?1902

 Summary: Apache nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Monday 08/30/2010 at 18:35
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Flag:
http://farm4.static.flickr.com/3499/3732962665_5c324c1a45.jpg?v=0



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File Attachments:


---
Date: Monday 08/30/2010 at 18:35  Name: apache.ruleset  Size: 959B   By:
artaxes

http://gna.org/patch/download.php?file_id=10103

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[Freeciv-Dev] [patch #1902] Apache nation

2010-08-30 Thread Daniel Markstedt

Update of patch #1902 (project freeciv):

 Assigned to:None = mixcoatl   


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[Freeciv-Dev] [patch #1902] Apache nation

2010-08-30 Thread Daniel Markstedt

Follow-up Comment #1, patch #1902 (project freeciv):

Note that the flag proposed here is that of the White Mountain Tribe of
Arizona and might or might not be representative of all Apache tribes.

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[Freeciv-Dev] [patch #1903] Tarascan nation

2010-08-30 Thread Andrzej G.

URL:
  http://gna.org/patch/?1903

 Summary: Tarascan nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Monday 08/30/2010 at 18:54
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:





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File Attachments:


---
Date: Monday 08/30/2010 at 18:54  Name: tarascan.ruleset  Size: 817B   By:
artaxes

http://gna.org/patch/download.php?file_id=10104

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[Freeciv-Dev] [patch #1903] Tarascan nation

2010-08-30 Thread Daniel Markstedt

Update of patch #1903 (project freeciv):

 Assigned to:None = mixcoatl   


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[Freeciv-Dev] [patch #1904] Bosporan nation

2010-08-30 Thread Andrzej G.

URL:
  http://gna.org/patch/?1904

 Summary: Bosporan nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Monday 08/30/2010 at 21:33
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:

The Bosporan Kingdom.



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File Attachments:


---
Date: Monday 08/30/2010 at 21:33  Name: bosporan.ruleset  Size: 1kB   By:
artaxes

http://gna.org/patch/download.php?file_id=10108

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[Freeciv-Dev] [patch #1905] Elamite nation

2010-08-30 Thread Andrzej G.

URL:
  http://gna.org/patch/?1905

 Summary: Elamite nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Monday 08/30/2010 at 22:02
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:

Ancient Elam.



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---
Date: Monday 08/30/2010 at 22:02  Name: elamite.ruleset  Size: 1kB   By:
artaxes

http://gna.org/patch/download.php?file_id=10112

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[Freeciv-Dev] [patch #1903] Tarascan nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1903 (project freeciv):

  Status:None = Wont Do

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Follow-up Comment #1:

The Tarascans are already in the game; they are the same people as the
P'urhepecha.

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[Freeciv-Dev] [patch #1904] Bosporan nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1904 (project freeciv):

  Status:None = In Progress
 Assigned to:None = mixcoatl   

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Follow-up Comment #1:

The city list is very small; could you find a few more cities?

Also 'conflicts_with' doesn't refer to countries a nation should conflict
with, but to nations that shouldn't appear together in the same game (to
prevent anachronisms or because of similar flags).

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[Freeciv-Dev] [patch #1898] Tanzanian nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1898 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1899] Sicilian nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1899 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1900] Yucatecan nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1900 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1901] Micronesian nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1901 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1902] Apache nation

2010-08-30 Thread J.M. Maalderink

Follow-up Comment #2, patch #1902 (project freeciv):

It looks like this ruleset uses English or Anglisized names; would it be
possible to find the names of the leaders and cities/bands in the Apache
language?

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[Freeciv-Dev] [patch #1905] Elamite nation

2010-08-30 Thread J.M. Maalderink

Follow-up Comment #1, patch #1905 (project freeciv):

Do you have a suggestion for a flag?

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[Freeciv-Dev] [patch #1904] Bosporan nation

2010-08-30 Thread J.M. Maalderink

Follow-up Comment #2, patch #1904 (project freeciv):

And do you have a suggestion for a flag?

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[Freeciv-Dev] [patch #1902] Apache nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1902 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1888] Crimean Tatar nation

2010-08-30 Thread J.M. Maalderink

Follow-up Comment #1, patch #1888 (project freeciv):

There seem to be some UTF formatting issues.

Also the list of cities is vast; we'd better cull it a bit to 200 or so.

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[Freeciv-Dev] [patch #1888] Crimean Tatar nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1888 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1882] Seljuk nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1882 (project freeciv):

  Status:None = In Progress

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Follow-up Comment #1:

Could you add some more cities?

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[Freeciv-Dev] [patch #1880] Palestinian nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1880 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1866] Somalian nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1866 (project freeciv):

  Status:None = In Progress

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Follow-up Comment #1:

I made a Somali ruleset myself as well some time ago; I combined them. Note
that it uses native Somali ortography.

(file #10114)
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File name: somalian.ruleset   Size:2 KB


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[Freeciv-Dev] [patch #1865] Omani nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1865 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1863] Egyptian Arab nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1863 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1862] Saudi nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1862 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1861] Congolese (DR) nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1861 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1829] Improved Soviet ruleset

2010-08-30 Thread J.M. Maalderink

Update of patch #1829 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1828] Improved Mexican ruleset

2010-08-30 Thread J.M. Maalderink

Update of patch #1828 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [patch #1716] New civilization - MURCIANS

2010-08-30 Thread J.M. Maalderink

Update of patch #1716 (project freeciv):

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


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[Freeciv-Dev] [patch #1717] New Nation - MURCIANS

2010-08-30 Thread J.M. Maalderink

Update of patch #1717 (project freeciv):

  Status:None = In Progress

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Follow-up Comment #1:

I'm not sure about this one. Murcia has never been an independent country nor
is it really ethnically distinct from the rest of Spain.

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[Freeciv-Dev] [patch #1703] Nimíipuu (Nez P ercé) nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1703 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [bug #16177] Patch for a new nation: Acadian

2010-08-30 Thread J.M. Maalderink

Update of bug #16177 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [bug #16177] Patch for a new nation: Acadian

2010-08-30 Thread Daniel Markstedt

Update of bug #16177 (project freeciv):

  Status: In Progress = None   
Operating System:   GNU/Linux = None   


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[Freeciv-Dev] [bug #16177] Patch for a new nation: Acadian

2010-08-30 Thread Daniel Markstedt

Update of bug #16177 (project freeciv):

  Status:None = In Progress


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[Freeciv-Dev] [bug #16177] Patch for a new nation: Acadian

2010-08-30 Thread Daniel Markstedt

Follow-up Comment #6, bug #16177 (project freeciv):

Changed 'operating system' to None since this is platform agnostic.

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[Freeciv-Dev] [bug #15513] Put 'All' nations tab at the bottom

2010-08-30 Thread Daniel Markstedt

Update of bug #15513 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #5:

Feel free to open up a separate bug/patch for the win32 client!

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[Freeciv-Dev] [bug #16588] Coastal tiles ignored for non-arctic terrain

2010-08-30 Thread Daniel Markstedt

Update of bug #16588 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #4:

Uploaded to http://download.gna.org/freeciv/contrib/tilesets/stratege/

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[Freeciv-Dev] [bug #16587] Move amplio interface sprites to misc

2010-08-30 Thread Daniel Markstedt

Update of bug #16587 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = dmarks 
 Planned Release: = 2.3.0  
 Summary: Wonder sprites only in amplio = Move amplio
interface sprites to misc

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Follow-up Comment #3:

Something like this.

(file #10116)
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Additional Item Attachment:

File name: trunk-move_amplio_stuff_to_misc.diff Size:12 KB


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[Freeciv-Dev] [bug #16586] Amplio includes own buildings.spec

2010-08-30 Thread Daniel Markstedt

Update of bug #16586 (project freeciv):

  Status:None = Duplicate  
 Assigned to:None = dmarks 
 Open/Closed:Open = Closed 

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Follow-up Comment #3:

Handled in bug #16587

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[Freeciv-Dev] [patch #1683] Corsican nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1683 (project freeciv):

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


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[Freeciv-Dev] [patch #1691] Costa Rican nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1691 (project freeciv):

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


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[Freeciv-Dev] [patch #1695] Dominican Republic

2010-08-30 Thread J.M. Maalderink

Update of patch #1695 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #1696] Nicaraguan nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1696 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #1703] Nimíipuu (Nez P ercé) nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1703 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #1719] Updated finnish.ruleset with new leaders

2010-08-30 Thread J.M. Maalderink

Update of patch #1719 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #1748] Nepali nation

2010-08-30 Thread J.M. Maalderink

Update of patch #1748 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #1:

Expanded it a bit.

(file #10117)
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File name: nepali.ruleset Size:1 KB


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