[Freeciv-Dev] [bug #18464] AC_CONFIG_MACRO_DIR requires autoconf 2.59

2011-08-06 Thread Marko Lindqvist

URL:
  

 Summary: AC_CONFIG_MACRO_DIR requires autoconf 2.59
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 07 Aug 2011 09:07:16 AM EEST
Category: bootstrap
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.1, 2.4.0

___

Details:

AC_CONFIG_MACRO_DIR was added to autoconf 2.59, yet our configure uses it and
we list autoconf 2.59 as minimum requirement.

Attached patch simply updates documentation to reflect the fact that minimum
requirement is autoconf 2.59.



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File Attachments:


---
Date: Sun 07 Aug 2011 09:07:16 AM EEST  Name: MinAC259.diff  Size: 2kB   By:
cazfi



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[Freeciv-Dev] [bug #18463] AC_C_BIGENDIAN before AC_GNU_SOURCE

2011-08-06 Thread Marko Lindqvist

URL:
  

 Summary: AC_C_BIGENDIAN before AC_GNU_SOURCE
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 07 Aug 2011 09:04:07 AM EEST
Category: bootstrap
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.4.0

___

Details:

As commneted by Egor Vyscrebentsov  in patch #2849, AC_C_BIGENDIAN
cannot be called before AC_GNU_SOURCE.
Fix attached.



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File Attachments:


---
Date: Sun 07 Aug 2011 09:04:07 AM EEST  Name: GnuBigendian_2849.diff  Size:
514B   By: cazfi



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[Freeciv-Dev] [patch #2849] Add endianness check

2011-08-06 Thread Marko Lindqvist

Follow-up Comment #5, patch #2849 (project freeciv):

> Shouldn't AC_C_BIGENDIAN be called after AC_GNU_SOURCE ?

Seems so.

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[Freeciv-Dev] [bug #17767] Advisor code don't handle special resouces

2011-08-06 Thread Ryan Riegel

Follow-up Comment #3, bug #17767 (project freeciv):

A quick follow up:

I've figured out the problem with the engineers not transforming the city
center.  It seems again the culprit is again the virtual tile.  The city fails
to report that the virtual tile would serve as its city center, and so
autosettler doesn't realize that it should act as if it had irrigation,
farmland, and a minimum of one food and one shield.

Thus, autosettler again perceives any work on the city square as clobbering
its various benefits.  This is irrelevant for irrigation and road building,
but can be significant for transformation and mining.

I have a crude fix for this problem, but it involves changing the definition
of is_city_center.  Rather than comparing tile pointers, it checks if tiles
have the same x-y coordinates (and tile_virtual_new is modified to preserve
x-y coordinates).  I'm not sure if this could potentially break things,
though.  Can distinct tiles ever have matching x-y coordinates?

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[Freeciv-Dev] [bug #17767] Advisor code don't handle special resouces

2011-08-06 Thread Ryan Riegel

Follow-up Comment #2, bug #17767 (project freeciv):

The underlying problem of your first concern is that tile_virtual_new fails
to set S_RESOURCE_VALID, so autosettler effectively thinks that anything it
does to a tile will kill its resources.  Patch https://gna.org/patch/?2866
corrects this problem directly.

I'm not sure why the engineers won't transform the city tile from 3/1/3 to
4/1/3.  It might be getting confused about the 1/1/0 minimum output for city
tiles, but even without the minimum one food and shield, autosettler should be
happy to transform 3/1/3 to 4/0/3 because food is slightly favored above
shields.  I'll have to take a closer look.

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[Freeciv-Dev] [patch #2840] Autosettler tweak for 2.4 r 20006

2011-08-06 Thread Ryan Riegel

Follow-up Comment #2, patch #2840 (project freeciv):

See my comment in https://gna.org/patch/?2866

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[Freeciv-Dev] [patch #2841] Autosettler tweak for 2.3.0-RC1

2011-08-06 Thread Ryan Riegel

Follow-up Comment #3, patch #2841 (project freeciv):

See my comment in https://gna.org/patch/index.php?2841

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[Freeciv-Dev] [patch #2841] Autosettler tweak for 2.3.0-RC1

2011-08-06 Thread Ryan Riegel

Follow-up Comment #2, patch #2841 (project freeciv):

I've tried this patch out and there seems to be a problem with the logic that
biases irrigation/mining towards where roads already exist.  The bias is so
strong that autosettlers tear down forests and, worse, replant them on
farmland just because a road happens to pass through!

I commented out the road bias and the patch still doesn't quite work. 
Autosettlers are much better about irrigating tiles with resources, but still
miss some tiles (wheat, oases) while irrigating some tiles that might be
better mined (oil).

My patch (https://gna.org/patch/?2866) addresses the underlying problem---the
fact that resource bonuses aren't counted when autosettler considers the
changes it can make to tiles---and seems to fix the problem of autosettlers
avoiding resource tiles.  It does nothing, however, to favor road construction
near existing improvements, nor will it build farmland near cities that can't
yet use it.

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[Freeciv-Dev] Freeciv minimum requirements (CentOS 5.6)

2011-08-06 Thread Marko Lindqvist
I may run public servers on CentOS 5.6 for a while. hat provides us
another reference what our minimum requirements can be. I'm not
interested about client requirements, but server should compile and
run on this system. I'm currently struggling to get S2_3 compile
(problems are probably common to any RedHat derivative, so we really
should fix them once I figure everything out)

And about the versions:
+ checking for autoconf >= 2.58 ... found 2.59, ok.
+ checking for autoheader >= 2.58 ... found 2.59, ok.
+ checking for automake >= 1.7 ... found 1.9.6, ok.
+ checking for aclocal >= 1.7 ... found 1.9.6, ok.
+ checking for libtoolize >= 1.4.3 ... found 1.5.22, ok.

Autoconf version is a bit disappointing, as I already had plans to
increase minimum to 2.61 in freeciv 2.5 cycle.

 Hmm... checking autoconf 2.58 -> 2.59 ChangeLog it appears that
AC_CONFIG_MACRO_DIR was added then. We already use that macro, so we
already require 2.59. Should also update documentation and autogen.sh
test to reflect that.


 - ML

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[Freeciv-Dev] [patch #2866] A different autosettler fix for 2.3.0-RC2

2011-08-06 Thread Ryan Riegel

URL:
  

 Summary: A different autosettler fix for 2.3.0-RC2
 Project: Freeciv
Submitted by: rriegs
Submitted on: Sat 06 Aug 2011 11:15:58 PM GMT
Category: ai
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch addresses the issue of autosettler not irrigating (or building
roads or farmland on) tiles with certain resources.  This is done differently
from https://gna.org/patch/?2841 in that this patch corrects a bug preventing
proper consideration of resources' contribution to their tiles' outputs.

This patch also adjusts autosettler's consideration of building a road for
the sole purpose of building a railroad, which incorrectly used the road
connectivity bonus rather than the bonus for rail.  (The road connectivity
bonus is still used when considering building the road for its own sake.)

Lastly, this patch also adds the ability for autosettler to consider
irrigating a tile for the sole purpose of building farmland.  While
autosettler is likely going to irrigate the tile anyway, this might lead to a
better decision about what tile/improvement to work on first.




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---
Date: Sat 06 Aug 2011 11:15:58 PM GMT  Name:
fix-autosettling-for-resources-etc.patch  Size: 4kB   By: rriegs



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[Freeciv-Dev] [bug #18461] crash using lua function civil_war (in ai_plr_data_get() [aidata.c::310]: assertion 'ai->phase_initialized' failed.)

2011-08-06 Thread Matthias Pfafferodt

URL:
  

 Summary: crash using lua function civil_war (in
ai_plr_data_get() [aidata.c::310]: assertion 'ai->phase_initialized' failed.)
 Project: Freeciv
Submitted by: syntron
Submitted on: So 07 Aug 2011 00:34:57 CEST
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.99 (svn20069)
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.4.0

___

Details:

I'm working on a lua test game. Trying to add the lua function civil_war() I
got the following core dump:


#0  0x7f1ce6e6418b in raise () from /lib64/libpthread.so.0
No symbol table info available.
#1  0x005b31bf in fc_assert_fail (file=0x61a9c0 "aidata.c",
function=0x61ab00 "ai_plr_data_get", line=310, assertion=, message=0x0) at log.c:491
level = LOG_FATAL
#2  0x004bb9ae in ai_plr_data_get (pplayer=0x12c3410) at
aidata.c:310
ai = 0x1284db0
__FUNCTION__ = "ai_plr_data_get"
#3  0x004f0f8b in ai_goldequiv_clause (pplayer=0x12c3410,
aplayer=0x1105a50, pclause=0x110ff30, verbose=,
ds_after=DS_CEASEFIRE) at advdiplomacy.c:289
ai = 
worth = 
give = 
giver = 
penemy = 0x6
adip = 
is_dangerous = 
__FUNCTION__ = "ai_goldequiv_clause"
#4  0x004f23e1 in dai_treaty_evaluate (pplayer=0x12c3410,
aplayer=0x1105a50, ptreaty=0x110feb0) at advdiplomacy.c:591
pclause_iter = 0x0
pclause = 0x110ff30
total_balance = 
only_gifts = 
ds_after = DS_CEASEFIRE
given_cities = 0
__FUNCTION__ = "dai_treaty_evaluate"
#5  0x0046999e in call_first_contact (pplayer1=0x1105a50,
pplayer2=0x12c3410, ptile=0xc036e0) at plrhand.c:1069
_plr_ = 0x1105a50
#6  make_contact (pplayer1=0x1105a50, pplayer2=0x12c3410, ptile=0xc036e0) at
plrhand.c:1583
new_state = DS_TEAM
ds_plr1plr2 = 
ds_plr2plr1 = 
__FUNCTION__ = "make_contact"
#7  0x00469d23 in maybe_make_contact (ptile=,
pplayer=0x1105a50) at plrhand.c:1611
punit = 
punit_numbers = 0x7fff0001
punit_index = 
punit_size = -865855520
pcity = 
_dummy_x = 
tile1_dummy_x = 2
tile1 = 
dummy_y = 
tile1dummy_y = 7
tile1_start = 
tile1_index = 
__FUNCTION__ = "maybe_make_contact"
#8  0x0044d102 in transfer_city (ptaker=0x1105a50, pcity=0x153ec80,
kill_outside=-1, transfer_unit_verbose=false, resolve_stack=false, raze=false)
at citytools.c:1038
old_city_name =
"Tholentinum\000\000\000\000\000\222.`\000\000\000\000\000\314\035[\000\000\000\000\000\003\000\000\000\000\000\000\000`['\001\000\000\000"
had_small_wonders = {vec = '\000' }
old_vision = 0x152cf60
new_vision = 
pgiver = 0x12c3410
pcenter = 0xc036e0
saved_id = 22277264
city_remains = true
had_great_wonders = false
old_taker_content_citizens = 4 '\004'
old_giver_content_citizens = 4 '\004'
__FUNCTION__ = "transfer_city"
#9  0x0046bcee in civil_war (pplayer=0x12c3410) at plrhand.c:2137
pcity_iter = 0x1275b60
pcity = 0x153ec80
i = 2
j = 
cplayer = 0x1105a50
__FUNCTION__ = "civil_war"
#10 0x004411db in tolua_game_civil_war00 (tolua_S=0x12f08b0) at
tolua_game_gen.c:2499
tolua_ret = 
---Type  to continue, or q  to quit---
pplayer = 0x12c3410
tolua_err = {index = 19518544, array = 0, type = 0x129d440 ""}
#11 0x005d391d in luaD_precall (L=0x12f08b0, func=0x129d370,
nresults=0) at ldo.c:319
ci = 
n = 
cl = 
funcr = 
#12 0x005e0481 in luaV_execute (L=,
nexeccalls=1) at lvm.c:590
b = 
nresults = 0
i = 
ra = 0x129d370
cl = 0x12941a0
base = 0x129d2e0
k = 0x1291180
pc = 0x1294bc4
#13 0x005d3ded in luaD_call (L=0x12f08b0, func=0x129d2d0,
nResults=) at ldo.c:377
No locals.
#14 0x005d3077 in luaD_rawrunprotected (L=0x12f08b0, f=0x5cc820
, ud=0x7fffcc641cf0) at ldo.c:116
lj = {previous = 0x0, b = {{__jmpbuf = {19859632,
-2915504358561775484, 1, 0, 48, 19886384, 2915400108041470084,
-2915504056315641724}, __mask_was_saved = 0, 
  __saved_mask = {__val = {18446744073709551615 , 11065456, 19859632, 6149175, 19859976, 19859632, status = 0}
#15 0x005d3fa2 in luaD_pcall (L=0x12f08b0, func=, u=, old_top=48, ef=) at
ldo.c:463
status = 
oldnCcalls = 0
old_ci = 0
old_allowhooks = 1 '\001'
old_errfunc = 0
#16 0x005cdb0f in lua_pc

[Freeciv-Dev] [patch #2609] Polish localization for S2_3

2011-08-06 Thread Hubert Kowalewski

Follow-up Comment #28, patch #2609 (project freeciv):

Probably the last update before Tuesday. It corrects mainly several typos and
improves typographic consistency.

(file #13762)
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[Freeciv-Dev] [patch #2367] [citizens13] poison citizens of the city owner

2011-08-06 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #2367 (project freeciv):

rebased patch (no changes)

(file #13759)
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File name: 20110806-03-poison-citizens-of-the-city-owner.patch Size:1 KB


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[Freeciv-Dev] [patch #2366] [citizens12] convert citizens if a city is conquered

2011-08-06 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #2366 (project freeciv):

rebased patch

(file #13758)
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[Freeciv-Dev] [patch #2365] [citizens11] convert a citizen to the nation of the owner each x turns

2011-08-06 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #2365 (project freeciv):

rebased patch

(file #13757)
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20110806-01-convert-a-citizen-to-the-nation-of-the-owner-each-x-.patch Size:9
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[Freeciv-Dev] [patch #2265] [metaticket] citizens

2011-08-06 Thread Matthias Pfafferodt

Follow-up Comment #6, patch #2265 (project freeciv):

In the discussion several other ideas were named (see comment #1, comment #2
and comment #3). Which are good for the game play and should be implemented?


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[Freeciv-Dev] [patch #2265] [metaticket] citizens

2011-08-06 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #2265 (project freeciv):

I would like to include the missing patches in freeciv 2.4 so that the
citizens feature is useable (patch #2365, patch #2366 and patch #2367). One
question is, if it should be a 'real' ruleset option as it is now or an
effect. The later would allow to change the result due to buildings etc.

I will send rebased patches ...

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[Freeciv-Dev] [patch #2367] [citizens13] poison citizens of the city owner

2011-08-06 Thread Matthias Pfafferodt

Follow-up Comment #4, patch #2367 (project freeciv):

> I'd argue that we could use citizens in a different way in this
> case: 
> 
> If a nation uses such a deplorable method of warfare, its
> citizens in the poisoned foreign city should rise up and
> renounce their original nationality, converting to that of the
> currently occupying nation. ;) 
> 
> I.e. being on the receiving end of terror (including f.e. nukes)
> strengthens internal unity!

But this way the effect of 'poisoning' would be negated. Why not let the
result depend on the success? If the spy was found - citizens renounce their
original nationality, else poison one of the citizens of the owner?

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[Freeciv-Dev] [bug #13558] [RT #40005] Strange autosettler behavior

2011-08-06 Thread Ryan Riegel

Follow-up Comment #1, bug #13558 (project freeciv):

This bug (whether you want to call it that) is still present, but I can
explain what's going on:

Autosettler observes that grassland (2/0/0) may be Mined into a forest
(1/2/0) for a net improvement of 1 output (autosettler values food just
slightly more than shields, but two shields at the cost of one food is still
seen as worthwhile).  However, if a water source is also available (and you're
not a Despot!), autosettler observes that grassland can be Irrigated up to
3/0/0, which is even better and takes less time, to boot.  The problem arises
when either a water source is not immediately available, in which case
autosettler doesn't even consider irrigating the tile, or when your government
doesn't actually benefit from the irrigation due to the -1 penalty for outputs
over 3, in which case irrigating just doesn't seem to help.

A fix for the later case is straightforward: Pretend you don't have the
output penalty when reasoning about the tile because you probably won't have
it for long.  A bit annoying to code up, but doable.

The former is a bit more troubling, though, because autosettler currently
only connects irrigation to tiles via "emergent behavior".  In short,
Irrigating a different tile usually looks better than Mining waterless
grassland into a forest, so autosettler does that first.  Afterwards, the
grassland might have access to water, or if it still doesn't, a tile next to
it might, and so forth.  If, on the other hand, the only connectable water to
the grassland would require irrigation outside of all cities' limits,
autosettler doesn't realize a connection is possible (or might become possible
at a later date).

To solve this problem, it might make sense to more heavily penalize
autosettler for modifying terrain such that it leads to a drop in food or
shields, as a loss in either of these can be disastrous for a city.

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[Freeciv-Dev] [patch #2865] Scottish Gaelic nation

2011-08-06 Thread Daniel Markstedt

URL:
  

 Summary: Scottish Gaelic nation
 Project: Freeciv
Submitted by: dmarks
Submitted on: Sat 06 Aug 2011 10:43:57 AM PDT
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Scottish Gaelic nation (as requested on the i18n mailing list)

It is more or less a 'translation' of the (Scots language) Scottish nation
ruleset with a new legend added.

Flag is the Cross of St. Andrew with a Gaelic harp symbol superimposed.

Also a diff patch for 'surrounding' nations.



___

File Attachments:


---
Date: Sat 06 Aug 2011 10:43:58 AM PDT  Name: addscottishgaelic.diff  Size:
2kB   By: dmarks


---
Date: Sat 06 Aug 2011 10:43:58 AM PDT  Name: scottishgaelic.svg  Size: 373kB 
 By: dmarks


---
Date: Sat 06 Aug 2011 10:43:58 AM PDT  Name: scottishgaelic.ruleset  Size:
4kB   By: dmarks



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[Freeciv-Dev] [patch #2864] Neanderthal nation

2011-08-06 Thread Andrzej M. Gorzym

Follow-up Comment #1, patch #2864 (project freeciv):

Flag maybe looks something like this:
http://img833.imageshack.us/img833/1439/neanderthal.png
Based on this clip art:
http://www.clker.com/clipart-cavebear.html

The bear symbol is here referring to the beliefs of Neanderthal in the first
volume of his novel "Earth's Children" by Auel, "The Clan of the Cave Bear".

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[Freeciv-Dev] [patch #2864] Neanderthal nation

2011-08-06 Thread Andrzej M. Gorzym

URL:
  

 Summary: Neanderthal nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Sat 06 Aug 2011 08:23:26 AM GMT
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 Neanderthal men.



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File Attachments:


---
Date: Sat 06 Aug 2011 08:23:26 AM GMT  Name: neanderthal.ruleset  Size: 3kB  
By: artaxes



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