Re: [Freeciv-Dev] Server command 'metatopic'

2010-12-05 Thread Pepeto
'/metatopic' was present in 2.0 in addition to '/metamessage'. It has
been removed afterward. In 1.14, the command was named '/metainfo'. It
was nearly duplicating '/metamessage'. However, the metaserver uses 2
different strings for the topic and the user message. At
http://meta.freeciv.org/metaserver.phtml, you can see the topic. If
you click on port, it will display the user message. However, I doubt
there is a way to edit the topic string without hacking the server
nowadays.

Pepeto

Le samedi 04 décembre 2010 à 17:37 -0800, Daniel Markstedt a écrit :
 The FAQ mentioned a server command called 'metatopic' (under How do I
 change the metaserver info string? - but it's edited out now.)
 
 Does anyone know what the function of this command was supposed to be?
 How was it different from 'metamessage'? It's not a valid command in
 S2_1, S2_2, or S2_3. The server manual on the wiki does not mention it
 either.
 
 Daniel
 
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[Freeciv-Dev] [bug #17226] Reduce city population - not after attack, not when producing settlers

2010-12-05 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #17226 (project freeciv):

 I installed the openSUSE rpm freeciv-2.3.99git-6.2.

This rpm was created by me. It contains additional patches (luasql, mapimg,
...). I will check this.

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Re: [Freeciv-Dev] [bug #17226] Reduce city population - not after attack, not when producing settlers

2010-12-05 Thread Uli Zinngrebe
On Sunday 05 December 2010 14:08:12 Matthias Pfafferodt wrote:
 Follow-up Comment #2, bug #17226 (project freeciv):
 
 There is one candidate. I included some work in progress patches which add
 accessor functions for the city size. If you want to be on the save site
 please use version 2.2.3. The 2.3.99 version will contain _experimental_
 patches as listed in comment #1 and further test patches (patch #2220,
 patch #2203, patch #1391, bug #13643, patch #1785). If you are interested,
 I can also create a freeciv version based on the latest trunk.
 
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Hallo Matthias,

vielen Dank für Deine prompte Antwort.
Um zu spielen, dafür ist 2.2.3 sicher die gute Version.

In 2.3.99 schnupperte ich nur aus Neugierde, und der Zufallsfund (Bug) sollte 
beim Entwickeln behilflich sein.
Danke für das Angebot, aber eine neue Version tut nich not.

Gruß, Uli

(Ulrich Zinngrebe, Den Haag)

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[Freeciv-Dev] [patch #2240] Client string changes

2010-12-05 Thread Daniel Markstedt

URL:
  http://gna.org/patch/?2240

 Summary: Client string changes
 Project: Freeciv
Submitted by: dmarks
Submitted on: Mon 06 Dec 2010 02:18:51 AM KST
Category: client
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:

Some recent changes to a number of client strings, in particular gui-xaw.




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[Freeciv-Dev] [patch #2240] Client string changes

2010-12-05 Thread Daniel Markstedt

Update of patch #2240 (project freeciv):

  Status:None = In Progress

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Follow-up Comment #1:

First, to revert the changes to S2_2 to maintain the string freeze.

(file #11478)
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[Freeciv-Dev] [patch #2240] Client string changes

2010-12-05 Thread Daniel Markstedt

Update of patch #2240 (project freeciv):

  Status: In Progress = Need Info  

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Follow-up Comment #3:

Committed to S2_2.

Now, to discuss whether to re-instate some of the changes post-2.2.4.

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[Freeciv-Dev] [task #7261] Tracking release 2.2.4

2010-12-05 Thread Daniel Markstedt

Follow-up Comment #2, task #7261 (project freeciv):

Reverted the unwanted changes. See patch #2240

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[Freeciv-Dev] [bug #17226] Reduce city population - not after attack, not when producing settlers

2010-12-05 Thread Matthias Pfafferodt

Update of bug #17226 (project freeciv):

  Status:None = Invalid
 Assigned to:None = syntron
 Open/Closed:Open = Closed 

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Follow-up Comment #3:

Closing this as invalid as it is a bug report for a patch which was not send
to this tracker but only included in my 'testing' rpm.

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[Freeciv-Dev] [bug #16884] What is a Quincy, anyway?

2010-12-05 Thread Daniel Markstedt

Update of bug #16884 (project freeciv):

  Status:   Fixed = Ready For Test 
 Open/Closed:  Closed = Open   
 Planned Release:   2.3.0 = 2.3.0-beta2, 2.4.0 

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Follow-up Comment #6:

Some additions from feedback on the i18n list.

(file #11480)
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[Freeciv-Dev] [bug #17201] Civil war rebels have no capital city

2010-12-05 Thread Daniel Markstedt

Update of bug #17201 (project freeciv):

 Planned Release:   2.2.4,2.3.0,2.4.0 = 2.3.0,2.4.0

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Follow-up Comment #4:

I agree with pepeto - it's ok to change gameplay behavior moving forward, but
let's keep non-fatal and harmless quirks in released stable code.

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[Freeciv-Dev] [task #7261] Tracking release 2.2.4

2010-12-05 Thread Daniel Markstedt

Update of task #7261 (project freeciv):

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


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[Freeciv-Dev] [task #7261] Tracking release 2.2.4

2010-12-05 Thread Daniel Markstedt

Follow-up Comment #3, task #7261 (project freeciv):

Release is now tagged at tags/R2_2_4

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[Freeciv-Dev] [bug #17229] Specialist abbreviations ( more?) not translated

2010-12-05 Thread Jacob Nevins

Follow-up Comment #1, bug #17229 (project freeciv):

Found another one: plural names for nations (send_ruleset_nations()). I
expect the same behaviour.

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[Freeciv-Dev] [bug #17229] Specialist abbreviations ( more) not translated

2010-12-05 Thread Jacob Nevins

Update of bug #17229 (project freeciv):

 Summary: Specialist abbreviations ( more?) not translated
= Specialist abbreviations ( more) not translated


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[Freeciv-Dev] [patch #2239] doc/FAQ for 2.2

2010-12-05 Thread Daniel Markstedt

Update of patch #2239 (project freeciv):

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


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[Freeciv-Dev] [bug #17229] Specialist abbreviations ( more) not translated

2010-12-05 Thread Jacob Nevins

Update of bug #17229 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #2:

...and also in nation group names. Patch for all three cases attached.

(file #11481)
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[Freeciv-Dev] [bug #17236] wish - select all idle units.

2010-12-05 Thread anonymous

URL:
  http://gna.org/bugs/?17236

 Summary: wish - select all idle units.
 Project: Freeciv
Submitted by: None
Submitted on: Mon Dec  6 05:09:22 2010
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: 

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Details:

The select tab currently allows you to select all the units of the same type
either on the same continent or everywhere. It would be useful to add a select
all idle units of the same type.

An example: For a large empire dozens of artillery can be created each turn.
But many from previous turns are wounded and have been moved to cities to
recover. These wounded units can be sentried. Formerly wounded units will
cease being sentried when they recover. A selection choice that allows you to
gather all new and newly recovered healthy units in a single menu option would
be nice. The simplest way to do this would be to select 'idle' units.




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[Freeciv-Dev] [bug #17238] Effect of Adam Smith's wonder is not properly calculated after capture.

2010-12-05 Thread anonymous

URL:
  http://gna.org/bugs/?17238

 Summary: Effect of Adam Smith's wonder is not properly
calculated after capture.
 Project: Freeciv
Submitted by: None
Submitted on: Mon Dec  6 07:45:01 2010
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:


When playing a recent longturn game I captured intact the city containing the
Adam Smith's Trading Co. wonder.

City improvements which would normally have an upkeep of 1 should become free
of upkeep, for all my cities. This was shown correctly in the economy tab and
in the city tab the cost next to each building was zero. BUT for about 2/3 of
my cities the gold produced by the city did not change from the former value.
It remained as it was when the buildings cost 1 gold. The total gold produced
by my empire was the sum of gold produced by each city. For 2/3 of my cities
this did not include the effect of the Adam Smith's Trading Co. wonder. With
over 200 cities this meant my total gold income was 100's less than it should
have been.

This error is retained when I logged off from the server and then relogged
on. The error is also retained for many hours after the initial capture of the
city. Suggesting that the error is at the server not the client.

The fix for this error was to alter the tax rate. At this point the gold
produced by each city was correctly re-calculated. I also assume the
calculation would have been correctly refreshed at TC but I didn't wait the 24
hours necessary to check this.




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