[Freeciv-Dev] [patch #1916] Zapotec nation

2010-09-10 Thread J.M. Maalderink

Update of patch #1916 (project freeciv):

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


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[Freeciv-Dev] [patch #1915] Namibian nation

2010-09-10 Thread J.M. Maalderink

Update of patch #1915 (project freeciv):

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


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

2010-09-10 Thread David Fernandez

Follow-up Comment #19, bug #16413 (project freeciv):

Oh, true, the savegame is useless without my changes to experimental
ruleset... you may trust me treasure can become negative with this patch.

(there is no way to edit my posts nor my attaches, doesn't it?)

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[Freeciv-Dev] [patch #1914] Improved P'urhepecha ruleset

2010-09-10 Thread J.M. Maalderink

Update of patch #1914 (project freeciv):

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


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[Freeciv-Dev] [patch #1897] Imaginary nation group

2010-09-10 Thread David Fernandez

Follow-up Comment #2, patch #1897 (project freeciv):

Now that there are so many nations, it would be very useful some kind of
"Custom" group where you can pick manually the nations you want to see in
your games.

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

2010-09-10 Thread David Fernandez

Follow-up Comment #18, bug #16413 (project freeciv):

Ooops, while I was testing the other patch I have noticed a bug in this one.
With gold_upkeep_style = 2, it is possible to reach negative treasure!
In my test, there were no buildings to sell, and only one unit was disbanded.
Note I have seen other cases were all the excess of units are disbanded.

Savegame playing with slightly modded experimental ruleset. Press end turn
and you will end with -2 gold.


However, now that you are patching AI behavior to take into account unit gold
upkeep, I do not think it is worth to try to fix this patch.

(file #10303)
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[Freeciv-Dev] [patch #1912] Mazovian nation

2010-09-10 Thread J.M. Maalderink

Update of patch #1912 (project freeciv):

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


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[Freeciv-Dev] [bug #16677] take into account the gold upkeep for units paid by the cityies

2010-09-10 Thread David Fernandez

Follow-up Comment #2, bug #16677 (project freeciv):

Testing it.

Just let me explain my perception of AI behavior BEFORE this patch (playing
with gold upkeep for every unit):

- gold_upkeep_style = 2: the AI seems to build improvements and units with no
restrictions, and they reach negative income soon in game.

- gold_upkeep_style = 0: the units reduce the balance of gold in each city.
AI seems to avoid the construction of improvements in cities with negative
(or low) balance of gold, and they build units instead, that reduce even more
the gold production. At the end, most cities only build barracks, city walls,
aqueducts and such essential buildings.

- gold_upkeep_style = 1: AI build improvements same than with shield upkeep.
Most of the time the AI keeps a balanced gold income and positive treasure.
It looks like if AI would manage perfectly the gold upkeep.
But... when the size of army supported by gold is too high, some AIs enter
banckrupt losing most of the improvements in their cities. I have adjusted my
custom ruleset so it rarely happens, and I find this gold_upkeep_style = 1
very playable.

Later I'll comment my new impressions WITH this Patch.

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[Freeciv-Dev] [patch #1938] Navajo nation

2010-09-10 Thread Daniel Markstedt

Follow-up Comment #5, patch #1938 (project freeciv):

Getting the same problem here. It seems to be in some binary format, yes. My
text editor could open it in UTF-16 and similar encodings, but the non-ascii
characters were all corrupted.

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

2010-09-10 Thread J.M. Maalderink

Update of patch #1905 (project freeciv):

  Status: In Progress => Ready For Test 


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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-10 Thread David Fernandez

Follow-up Comment #12, patch #1936 (project freeciv):

I'm glad you implemented the population limit, I'll test it.

Although I still think the Trade limit was a good alternative.
With gold_upkeep_style = 0 a city can be the home for more units than his
gold production, as long as your global treasury ends positive. And it is
possible to rehome all your units to same city.
Only if the treasure falls under zero the units/buildings would start to be
disbanded, so there is not really a limitation.

Trade is not affected by markets, banks, taxman citizens, nor by the tax
rate, so it is a stable value. In fact, trade in a city use to be similar
than the shield production, and it would create a limitation similar to
default upkeep by shields.

I also like limitation based on population because it is more restrictive,
more stable, and I guess it would get wars more even. And it makes sense you
can recruit only a percentage of your population for military units.
For modern units as fighters you would need to recruit less people, but the
percentage of population that can be teached to pilot a fighter is also
smaller, so the pop limit still makes sense to me.

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

2010-09-10 Thread J.M. Maalderink

Follow-up Comment #3, patch #1882 (project freeciv):

I'm not really a fan of having nations randomly name cities from related
nations. It'd be better to make a list of the most important cities under its
control, preferabily in Turkish.

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[Freeciv-Dev] [bug #16672] civilwar_nations for city names

2010-09-10 Thread J.M. Maalderink

Follow-up Comment #2, bug #16672 (project freeciv):

Yes.

How does it work? It first exhausts 1, then 2 and then 3? Because I am under
the impression that at the moment it picks cities from both parent and civil
war nations after it has run out of its own cities.

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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-10 Thread J.M. Maalderink

Follow-up Comment #9, patch #1929 (project freeciv):

I'll add your suggestions for the civilwar_nations.

Making a separate Gothic nation in addition to the Visigoths and Ostrogoths
is OK too, we should just have them conflict with each other. But I'm not
really sure about using modern day cities in Poland and Ukraine. For
non-urban nations I think it would be better to use archealogical sites, like
in the Scythian nationset.

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[Freeciv-Dev] [patch #1938] Navajo nation

2010-09-10 Thread J.M. Maalderink

Follow-up Comment #4, patch #1938 (project freeciv):

I attached a screenshot of how the ruleset looks like on my computer

Do you perhaps use a different program to make rulesets? Most of your recent
nations won't open well, I never had that problem with your earlier nations.

Daniel, could you perhaps have a look into it?

(file #10302)
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[Freeciv-Dev] [bug #15559] Client can't connect to its locally started server

2010-09-10 Thread George Koehler

Follow-up Comment #26, bug #15559 (project freeciv):

I switched from my v5 patch and applied the v6 patch by Jtn. (I also use my
own patch from bug #16458, because that bug blocks configure enabling IPv6.)
I confirm that p22-plural-listen-v6.diff and ptrunk-plural-listen-v6.diff
work with my OpenBSD system.

We think that the patch works with OpenBSD and with Linux, but the other
platforms are a mystery.



I also tried building S2_2 with --disable-ipv6. I confirm that
p22-plural-listen-v6.diff does not break a --disable-ipv6 build.



The original bug, as I understand it, is that the client fails to connect to
its own server if _both_ of the following are true:

0 Socket option IPV6_V6ONLY defaults to on (like *BSD with
net.inet6.ip6.v6only=1 or Linux with net.ipv6.bindv6only=1).
0 "localhost" resolves to 127.0.0.1 but not ::1.

To reproduce the original bug, you want to "sysctl -w net.ipv6.bindv6only=1"
(or equivalent) _and_ you want to kill the /etc/hosts line "::1 localhost"
(or equivalent). Then the server socket will accept only IPv6 connections,
and the client will fail to make an IPv4 connection to "localhost".



To use a link-local address from fe80::/64, you _must_ set a a scope (the
'sin6_scope_id' field of 'struct sockaddr_in6'). BSD getaddrinfo() understand
the syntax 'fe80::numbers%interface', where the network interface is the
scope.

For example, here is my Ethernet interface (with an edited address):


$ ifconfig gem0
gem0: ...
lladdr 00:12:34:89:ab:cd
inet6 fe80::212:34ff:fe89:abcd%gem0 prefixlen 64 scopeid 

If I say 'ping6 fe80::212:34ff:fe89:abcd%gem0' then it works, but if I say
'ping6 fe80::212:34ff:fe89:abcd' (without the '%gem0') then it fails.


$ ./ser -b fe80::20d:93ff:fe2d:f3fa%gem0 
This is the server for Freeciv version 2.2.2+
You can learn a lot about Freeciv at http://www.freeciv.org/
0: Server: bad address: .


This is probably because Freeciv uses gethostbyname2() instead of
getaddrinfo(); see bug #16623.



The older versions of the patch, v1 through v4, added this extra code to
server_open_socket(), where opt = 1:


#if defined(IPV6_SUPPORT) && defined(IPV6_V6ONLY)
if (names[i].saddr.sa_family == AF_INET6) {
  setsockopt(s, IPPROTO_IPV6, IPV6_V6ONLY,
 (char *)&opt, sizeof(opt));
}
#endif


I deleted this code from v5, because I was uncertain about whether to include
or exclude this code. I guess that this code is not necessary to fix this
bug.

If freeciv-server says "IPv4 bind failed: Address already in use", then its
IPv6 socket might accept IPv4 connections. This is not ideal, because
messages will refer to addresses like ":::192.168.0.56" instead of
"192.168.0.56".

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[Freeciv-Dev] [patch #1948] Remove unit_att_rating_sq, replace only use with pow.

2010-09-10 Thread James Spahlinger

Follow-up Comment #1, patch #1948 (project freeciv):

I ran M-x rgrep RET _sq( RET on the working directory and found that the vast
majority of functions doing nothing but "squaring" something lie in aiunit.c.

The one replacement with pow() does not exist in a loop and thus really
should not be a major performance hit.

If the use of pow() is unacceptable, I can do two things. I could define a
static inline square() function for just aiunit.c which can be used to
replace the 3 or 4 functions that basically "square" their inputs. Otherwise
I could just "inline" the squaring bit at the call site for this function as
it is used only once.

At a very minimum, the commentary for unit_att_rating_sq should be adjusted
to reflect its very special purpose role of squaring the result of
unit_att_rating.

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[Freeciv-Dev] [patch #1948] Remove unit_att_rating_sq, replace only use with pow.

2010-09-10 Thread James Spahlinger

URL:
  

 Summary: Remove unit_att_rating_sq, replace only use with
pow.
 Project: Freeciv
Submitted by: nixeagle
Submitted on: Friday 09/10/2010 at 22:37
Category: ai
Priority: 1 - Later
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

There is only one current use of this function and this function does the
same thing as pow(, 2). Might as well just use pow() instead of having
a whole second function for it that I had to look up what it meant.

There are other functions like this as well, but I have not checked
how much they are used yet.



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---
Date: Friday 09/10/2010 at 22:37  Name:
0001-Remove-unit_att_rating_sq-replace-only-use-with-pow.patch  Size: 2kB  
By: nixeagle



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[Freeciv-Dev] [bug #16678] /take /observe and /detach messages are not saved into the event cache

2010-09-10 Thread pepeto

Update of bug #16678 (project freeciv):

  Status:None => Ready For Test 

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[Freeciv-Dev] [bug #15652] Can't meet the Persians

2010-09-10 Thread pepeto

Update of bug #15652 (project freeciv):

Category:None => general
  Status:None => Duplicate  
 Assigned to:None => pepeto 
 Open/Closed:Open => Closed 

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Follow-up Comment #6:

Reading the saved event cache:
* gavin lost connection (it is written in the cache).
* gavin probably reconnects but the event isn't saved (bug #15923).
* bernd probably takes "Winston Churchill" but the event isn't saved (bug
#16678).
* bug #15439 does the rest.

This is very clear for me. Closing this.


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[Freeciv-Dev] [bug #16678] /take /observe and /detach messages are not saved into the event cache

2010-09-10 Thread pepeto

URL:
  

 Summary: /take /observe and /detach messages are not saved
into the event cache
 Project: Freeciv
Submitted by: pepeto
Submitted on: vendredi 10.09.2010 à 22:19
Category: general
Severity: 2 - Minor
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk, S2_2
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.4, 2.3.0

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[Freeciv-Dev] [bug #16655] Trunk contains not translated log_normal() messages

2010-09-10 Thread pepeto

Update of bug #16655 (project freeciv):

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


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[Freeciv-Dev] [bug #16656] Arithmetic exception in improvement_effect_value()

2010-09-10 Thread pepeto

Update of bug #16656 (project freeciv):

  Status:None => Ready For Test 

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Follow-up Comment #3:

My proposal...


(file #10299)
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[Freeciv-Dev] [bug #16656] Arithmetic exception in improvement_effect_value()

2010-09-10 Thread pepeto

Follow-up Comment #2, bug #16656 (project freeciv):

This points out an other problem about _team_pooled_research_. It assumes the
research is shared by the team.


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[Freeciv-Dev] [bug #16657] Server segfault in pf_fuel_map_get_path()

2010-09-10 Thread pepeto

Update of bug #16657 (project freeciv):

Category: general => ai 


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[Freeciv-Dev] [bug #16657] Server segfault in pf_fuel_map_get_path()

2010-09-10 Thread pepeto

Update of bug #16657 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.2.4, 2.3.0   

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Follow-up Comment #4:

Assign goto_tile before use ai_unit_goto().


(file #10298)
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[Freeciv-Dev] [patch #1942] refactor first portion of ai_airlift into find_neediest_airlift_city

2010-09-10 Thread pepeto

Update of patch #1942 (project freeciv):

 Planned Release: => 2.3.0  


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[Freeciv-Dev] [patch #1942] refactor first portion of ai_airlift into find_neediest_airlift_city

2010-09-10 Thread pepeto

Update of patch #1942 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 


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[Freeciv-Dev] [bug #15347] Bad drawing and floating point exception with trade route line drawing in SDL client

2010-09-10 Thread Christian Prochaska

Update of bug #15347 (project freeciv):

  Status: In Progress => Fixed  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-09-10 Thread pepeto

Follow-up Comment #5, patch #1910 (project freeciv):

Taking in account your comment...


(file #10297)
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[Freeciv-Dev] [patch #1942] refactor first portion of ai_airlift into find_neediest_airlift_city

2010-09-10 Thread James Spahlinger

Follow-up Comment #5, patch #1942 (project freeciv):

Bah, the empty line had spaces in it, removed those 4 in this patch. I read
that as "empty line". ;)

(file #10296)
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[Freeciv-Dev] [bug #16677] take into account the gold upkeep for units paid by the cityies

2010-09-10 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #16677 (project freeciv):

ups; the gold upkeep was accounted for. So this is now only a cleanup in
city.c ;-) The AI needs to know about the gold needed for the units in
aihand.c. Please test this patch.

(file #10295)
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[Freeciv-Dev] [bug #16662] Some more string corrections

2010-09-10 Thread pepeto

Update of bug #16662 (project freeciv):

 Assigned to:None => jtn


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[Freeciv-Dev] [patch #1942] refactor first portion of ai_airlift into find_neediest_airlift_city

2010-09-10 Thread James Spahlinger

Follow-up Comment #4, patch #1942 (project freeciv):

Alright, new patch attached fixing comment header length to 77 chars. I
copied from the header for ai_airlift which is 75. 

I left the empty line on line 127 as it separates the variable initialization
for that block from the use of it. This fits with how ai_airlift has it laid
out. If this is enough of a problem to block applying the patch I can submit
a 4th revision.

(file #10294)
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[Freeciv-Dev] [bug #16665] update hit point calculation for killunhomed

2010-09-10 Thread pepeto

Update of bug #16665 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 


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[Freeciv-Dev] [bug #16666] Metamessage translated with Q_()?

2010-09-10 Thread pepeto

Update of bug #1 (project freeciv):

 Assigned to:None => pepeto 


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[Freeciv-Dev] [bug #16667] en_GB strings in Freeciv source code

2010-09-10 Thread pepeto

Follow-up Comment #2, bug #16667 (project freeciv):

> (Obviously ruleset names etc can't change, I'm only talking
> about user-visible text.)

I think rulesets can be modified also in trunk, there shouldn't break
anything (I did a quick grep on "harbour", I didn't find any reference to the
building).


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[Freeciv-Dev] [bug #16668] Per-topology client tileset preference

2010-09-10 Thread pepeto

Follow-up Comment #2, bug #16668 (project freeciv):

I like the idea, and the comment by HanduMan also makes sense: how the client
will guess what tileset to load? Maybe should we move the tileset loading when
the client receive the packet_map_info?


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[Freeciv-Dev] [bug #16672] civilwar_nations for city names

2010-09-10 Thread pepeto

Follow-up Comment #1, bug #16672 (project freeciv):

Looking at the code. Actually, it chooses the cities in:
0 parent nations;
0 civil war nations;
0 all remaining nations.

I guess what you request is to invert the order of the two first items?


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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-10 Thread Matthias Pfafferodt

Update of patch #1936 (project freeciv):

  Status:None => In Progress

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Follow-up Comment #11:

untested patch:

limit units with gold upkeep support by a city if upkeep is paid in a lumped
sum by the nation

* new ruleset setting: free_military_units
* limit is: city size + free_military_units
* what to do with units with the F_UNDISBANDABLE flag (also for
killunhomed)?
* can one rehome unhomed units?

(file #10293)
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20100908-10-trunk-limit-units-with-gold-upkeep-support-by-a-city-if-up.patch
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[Freeciv-Dev] [bug #16665] update hit point calculation for killunhomed

2010-09-10 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #16665 (project freeciv):

update patch; changes:

really use an int for save_hp ...

(file #10292)
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[Freeciv-Dev] [bug #16676] unused variables in struct player_ai

2010-09-10 Thread pepeto

Follow-up Comment #1, bug #16676 (project freeciv):

They looks like old fields. _prev_gold_ has been added in initial revision
(rev #77), and _est_upkeep_ at revision #1821. I guess we can remove them.


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[Freeciv-Dev] [bug #16677] take into account the gold upkeep for units paid by the cityies

2010-09-10 Thread pepeto

Update of bug #16677 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 


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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-10 Thread Matthias Pfafferodt

Follow-up Comment #10, patch #1936 (project freeciv):

> From a player standpoint a limit on unitcount based on trade
> makes more intuitive sense then a limit based on how many
> people the city has.

This is done by the setting 'gold_upkeep_style = 0': each city has to pay for
its units and buildings. This is about an extra limit to the numbers of
(military) units a city can upkeep if the gold is paid in a lumped sum by the
nation. Trade as limit is not really usefull in that case (you could use the
setting mentioned above).

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

2010-09-10 Thread Matthias Pfafferodt

Update of bug #16413 (project freeciv):

  Depends on: => bugs #16677


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

2010-09-10 Thread Matthias Pfafferodt

Update of bug #16413 (project freeciv):

 Planned Release:   2.3.0 => 2.2.4, 2.3.0   


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

2010-09-10 Thread Matthias Pfafferodt

Follow-up Comment #17, bug #16413 (project freeciv):

> I have to check this but if it is the case, the AI has to
> learn to take into account all the over expenses

could you test the patch for bug #16677?

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[Freeciv-Dev] [bug #16677] take into account the gold upkeep for units paid by the cityies

2010-09-10 Thread Matthias Pfafferodt

URL:
  <http://gna.org/bugs/?16677>

 Summary: take into account the gold upkeep for units paid by
the cityies
 Project: Freeciv
Submitted by: syntron
Submitted on: Freitag 10.09.2010 um 21:48
Category: general
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: 2.2.4,2.3.0

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Details:





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File Attachments:


---
Date: Freitag 10.09.2010 um 21:48  Name:
20100910-09-trunk-take-into-account-the-gold-upkeep-for-units-paid-by.patch 
Size: 1kB   By: syntron

<http://gna.org/bugs/download.php?file_id=10291>

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

2010-09-10 Thread Andrzej G.

Additional Item Attachment, patch #1902 (project freeciv):

File name: apache.ruleset Size:3 KB


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[Freeciv-Dev] [bug #16676] unused variables in struct player_ai

2010-09-10 Thread Matthias Pfafferodt

URL:
  

 Summary: unused variables in struct player_ai
 Project: Freeciv
Submitted by: syntron
Submitted on: Freitag 10.09.2010 um 21:35
Category: general
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

the struct player_ai (player.h) contains the following variables which are
never set (undefined values; = 0 due to the use of calloc()):

int prev_gold;
int est_upkeep;

Should they are removed? Does somebody knows that they are for?




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[Freeciv-Dev] [bug #16644] 1: Saved game contains incomplete map data

2010-09-10 Thread Matthias Pfafferodt

Follow-up Comment #9, bug #16644 (project freeciv):

> I will check it.

I did test it and is working for the case mentioned in bug #14944. If there
are no objections I will commit this patch this weekend.

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

2010-09-10 Thread Andrzej G.

Follow-up Comment #6, patch #1902 (project freeciv):

Proposition for flag of all Apaches:
http://img834.imageshack.us/img834/4999/apache.png

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[Freeciv-Dev] [bug #16675] Trident tileset and ocean layers

2010-09-10 Thread Daniel Markstedt

URL:
  

 Summary: Trident tileset and ocean layers
 Project: Freeciv
Submitted by: dmarks
Submitted on: Saturday 09/11/2010 at 03:36
Category: rulesets
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: None
 Planned Release: 2.3.0

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Details:

The Trident tileset defines three layers each for ocean and deep ocean.

The first two layers could probably be merged to reduce complexity of the
tileset.




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[Freeciv-Dev] [bug #16655] Trunk contains not translated log_normal() messages

2010-09-10 Thread Matthias Pfafferodt

Follow-up Comment #8, bug #16655 (project freeciv):

updated version of the patch with the changes proposed on comment #7

(file #10289)
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[Freeciv-Dev] [patch #1882] Seljuk nation

2010-09-10 Thread Andrzej G.

Follow-up Comment #2, patch #1882 (project freeciv):

Now I think that cities should be taken of the nations that lie within the
former state of Seljuks who as wandering from the north nomads conquered the
alien cities.

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[Freeciv-Dev] [patch #1941] use specenum for list_args

2010-09-10 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1941 (project freeciv):

remove LIST_COUNT; replace it by  by 'list_args_max() + 1'

see also patch #1939

(file #10288)
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[Freeciv-Dev] [patch #1939] use specenum for reset_args

2010-09-10 Thread Matthias Pfafferodt

Follow-up Comment #2, patch #1939 (project freeciv):

remove RESET_COUNT; replace it by  by 'reset_args_max() + 1'

(file #10287)
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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-10 Thread Andrzej G.

Additional Item Attachment, patch #1929 (project freeciv):

File name: gepid.ruleset  Size:1 KB


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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-10 Thread Andrzej G.

Additional Item Attachment, patch #1929 (project freeciv):

File name: greuthungi.ruleset Size:2 KB


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

2010-09-10 Thread Daniel Markstedt

Follow-up Comment #25, bug #15559 (project freeciv):

I'd prefer to retarget for 2.2.4. AFAIK it's been like this in all 2.2.x
releases so I wouldn't consider it a showstopper.

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[Freeciv-Dev] [patch #1938] Navajo nation

2010-09-10 Thread Daniel Markstedt

Follow-up Comment #3, patch #1938 (project freeciv):

Here's a flag that I drew a couple of years ago.

(file #10284)
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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-10 Thread Andrzej G.

Additional Item Attachment, patch #1929 (project freeciv):

File name: gepid.ruleset  Size:1 KB
File name: greuthungi.ruleset Size:2 KB


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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-10 Thread Andrzej G.

Follow-up Comment #8, patch #1929 (project freeciv):

Civilwar_nations option should include the nations Alans or Sarmatians rather
than Scythians. Scythians disappeared from the plains around the second
century AD when comes the Sarmatian tribes on the steppes of Ukraine
(probably succumbed to assimilation with the population of the eastern
foothills of the Carpathians and western Ukraine).
I'm trying to create a sarmatian and sacan (asiatic Scythians) nationsets.

You version of Visigothic nationset is better.

My intention was to create a separate nationsets for the original Goths
living in Poland and Ukraine and their subsequent descendants, the Ostrogoths
and Visigoths. So could be interesting.

The symbol Hands of God is the Vandalic origin, despite the modern use by the
Slavic neopagan movements. But I will try to find a replacement if necessary.

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

2010-09-10 Thread Andrzej G.

Follow-up Comment #6, patch #1905 (project freeciv):

The Fleur-de-lis is a symbol of the Babylonian trinity of Nimrod, Queen
Semiramis and Tammuz, among others.

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[Freeciv-Dev] [patch #1938] Navajo nation

2010-09-10 Thread Andrzej G.

Follow-up Comment #2, patch #1938 (project freeciv):

The Unicode in this ruleset is well displayed by the game.

The names of cities and leaders come from wikipedia in the Navajo language.
Hastiin is a title reserved for older or very respectable people.
http://nv.wikipedia.org/wiki/Hastiin_alą́ąjįʼ_dahsidáhígíí_Bill_Clinton

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[Freeciv-Dev] [patch #1942] refactor first portion of ai_airlift into find_neediest_airlift_city

2010-09-10 Thread pepeto

Follow-up Comment #3, patch #1942 (project freeciv):

Other things (not so important):
* line 127 contains only spaces (necessary) ;
* new header comment length usually is 77 characters (to fill the line).


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

2010-09-10 Thread Marko Lindqvist

Follow-up Comment #24, bug #15559 (project freeciv):

I did look in the some older version of the patch, and I'm certain it works
on linux. My only concern is that it has not been much tested with other
systems (I can *try* to find time to make Windows/MinGW build). It needs more
exposure before release.

I would actually suggest postponing 2.2.3 release for giving time for people
to test this patch in various systems.

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

2010-09-10 Thread Jacob Nevins

Follow-up Comment #23, bug #15559 (project freeciv):

Just found time to play a bit more.

I did "sysctl -w net.ipv6.bindv6only=1" to try to reproduce the problem.
Without the patch, starting a server from the client works, but starting a
server manually and then trying to connect to it with IPv4 addresses (e.g.
127.0.0.1) fails: "1: Connection to server refused. Please start the server."
I assume this is the gist of the original problem, although it's not quite as
reported.

With the patch, all the things that I tried in comment #22 just worked (with
no warnings, as I guessed).

If the aim of this patch is to make Freeciv work regardless of whether
binding a single socket causes it to listen on both of IPv4/IPv6 or just one,
I think it's achieved that.

(Still not actually looked at the code though...)

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