[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Henkutsu
Follow-up Comment #2, patch #3322 (project freeciv): I can see two ways in which you would want to search for a resource; Just for itself, and for it on a terrain. e.g. ; Voting governments have a senate that may prevent war ; any fish reqs = { "type", "name", "range" "Resource", "(Fish)", "Adja

[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems

2012-06-16 Thread Jacob Nevins
Additional Item Attachment, bug #19818 (project freeciv): File name: veterans.ods Size:50 KB ___ Reply to this item at: ___ Message sent via/b

[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems

2012-06-16 Thread Jacob Nevins
Follow-up Comment #1, bug #19818 (project freeciv): (Also, I'm wondering about the alternative names "apprentice, journeyman, master". But perhaps that's about more skilled jobs than we're talking about here.) ___ Reply to this item at:

[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems

2012-06-16 Thread Jacob Nevins
URL: Summary: Experimental ruleset: worker veteran system has problems Project: Freeciv Submitted by: jtn Submitted on: Sun Jun 17 02:16:43 2012 Category: rulesets Severity: 3 -

[Freeciv-Dev] [patch #3326] Change range for city gov from -20<>20 to -inf<-19<>20

2012-06-16 Thread Henkutsu
Follow-up Comment #2, patch #3326 (project freeciv): Hmm. Seems that the minimum surplus value is left to the client to decide, and is a signed int. Does that mean it could be set to -128 or -256? Still better than -20, it would take some effort to reach that low. If an edge case is a problem and

[Freeciv-Dev] [bug #16184] Governor minimal surplus of -20 not low enough

2012-06-16 Thread Jacob Nevins
Follow-up Comment #2, bug #16184 (project freeciv): See also patch #3326. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ ___

[Freeciv-Dev] [patch #3326] Change range for city gov from -20<>20 to -inf<-19<>20

2012-06-16 Thread Jacob Nevins
Follow-up Comment #1, patch #3326 (project freeciv): A similar thing was suggested in bug #16184. ___ Reply to this item at: ___ Message sent via/by Gna! http:

[Freeciv-Dev] [patch #3326] Change range for city gov from -20<>20 to -inf<-19<>20

2012-06-16 Thread Henkutsu
URL: Summary: Change range for city gov from -20<>20 to -inf<-19<>20 Project: Freeciv Submitted by: henkutsu_tama Submitted on: Sat 16 Jun 2012 10:46:11 PM GMT Category: general

Re: [Freeciv-Dev] unittypes capped at 64

2012-06-16 Thread Marko Lindqvist
On 17 June 2012 00:59, wrote: > NOTE: I am not a programmer. > Is there a reason why the number of custom unittype flags are limited to 4? Increasing the limit should be technically straightforward. Freeciv would just (regardless of number of custom flags actually used) use a bit more memory. I

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-16 Thread Henkutsu
URL: Summary: Allow custom types for governments to be used in effect requirements. Project: Freeciv Submitted by: henkutsu_tama Submitted on: Sat 16 Jun 2012 10:36:38 PM GMT Category: general

[Freeciv-Dev] [bug #19817] plrcolormode=PLR_SET and PLR_RANDOM issues

2012-06-16 Thread Jacob Nevins
Update of bug #19817 (project freeciv): Status: In Progress => Ready For Test ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #19817] plrcolormode=PLR_SET and PLR_RANDOM issues

2012-06-16 Thread Jacob Nevins
Additional Item Attachment, bug #19817 (project freeciv): File name: trunk-S2_4-playercolor-revamp.diff Size:25 KB ___ Reply to this item at: ___ Message sent v

[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #5, patch #3321 (project freeciv): > Is it likely to make it into 2.4.x? I think ai module building system is currently in nice stable state in S2_4. I'm not going to develop it with S2_4 in mind, but if backporting turns out to be trivial once it has been finished for TRUNK...

[Freeciv-Dev] [bug #19817] plrcolormode=PLR_SET and PLR_RANDOM issues

2012-06-16 Thread Jacob Nevins
URL: Summary: plrcolormode=PLR_SET and PLR_RANDOM issues Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 16 23:21:59 2012 Category: None Severity: 3 - Normal

[Freeciv-Dev] unittypes capped at 64

2012-06-16 Thread animecentral
NOTE: I am not a programmer. Is there a reason why the number of custom unittype flags are limited to 4? I don't want to raise a ticket if there is a good reason for it. As far as I can see by searching the code, this is set in unittype.h by; F_USER_FLAG_1, /* User defined flags start here

[Freeciv-Dev] [patch #3323] Allow requirement range "within city workable radius" for tile-based requirements?

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #4, patch #3323 (project freeciv): There's also difference in that "CityTile" requirement can only be used with effects targeting tiles, while new range proposed in original submission would be available (only) for effects targeting city. So maybe we should handle "CityTile" exte

[Freeciv-Dev] [patch #3323] Allow requirement range "within city workable radius" for tile-based requirements?

2012-06-16 Thread Henkutsu
Follow-up Comment #3, patch #3323 (project freeciv): First off, thanks for looking at this. I've been reading the codebase for two other tickets I am about to open (I am not a programmer so I understand maybe 1/3 of it. Yay comments!), so I can see how expensive this could be. With regards to flu

[Freeciv-Dev] [bug #18006] handle_city() CMA: Larvotto has changed multiple times.

2012-06-16 Thread Jacob Nevins
Follow-up Comment #7, bug #18006 (project freeciv): Please do attach your savefile, thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.

[Freeciv-Dev] [bug #18006] handle_city() CMA: Larvotto has changed multiple times.

2012-06-16 Thread Mark Anderson
Follow-up Comment #6, bug #18006 (project freeciv): For what it's worth, I'm seeing this bug in 2.3.2 stable, built from source on MacOS Lion. Problem is repeatable when the server is restarted with a save file. Save file available if it is useful. _

[Freeciv-Dev] [patch #3324] minor correction to canvas_put_text in gtk3 client

2012-06-16 Thread anonymous
URL: Summary: minor correction to canvas_put_text in gtk3 client Project: Freeciv Submitted by: None Submitted on: Sat 16 Jun 2012 05:10:12 PM UTC Category: None Priority: 5 - N

[Freeciv-Dev] [bug #15804] fix city map (variable city radii, sdl client)

2012-06-16 Thread Jacob Nevins
Follow-up Comment #3, bug #15804 (project freeciv): Effect of this bug, for searches: "The city dialog has not been redesigned to accommodate the larger city map required by variable city radius support. As a result, the city map display is scaled down and difficult to read."

[Freeciv-Dev] [bug #19816] SDL-client city overview has tiny city map

2012-06-16 Thread Jacob Nevins
Update of bug #19816 (project freeciv): Status:None => Duplicate Open/Closed:Open => Closed ___ Follow-up Comment #1: I'm afraid it's a k

[Freeciv-Dev] [bug #19816] SDL-client city overview has tiny city map

2012-06-16 Thread anonymous
URL: Summary: SDL-client city overview has tiny city map Project: Freeciv Submitted by: None Submitted on: Sat Jun 16 17:00:48 2012 Category: client-sdl Severity: 3 - Normal

[Freeciv-Dev] [patch #3323] Allow requirement range "within city workable radius" for tile-based requirements?

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #2, patch #3323 (project freeciv): > (ai evaluating buildings for example would result in one call > for every tile for every building type every turn for every > city)) Ignore that. I blame lack of sleep. Of course it's not "for every building" but for "every building effect th

[Freeciv-Dev] [patch #3323] Allow requirement range "within city workable radius" for tile-based requirements?

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #1, patch #3323 (project freeciv): When "CityTile" requirement was added, only affects on city center were required so extensions to that were left to future. It currently supports only "Center" tiles, but idea was that also "Worked", and "Range" could be later added (I've never

[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-06-16 Thread Jacob Nevins
Follow-up Comment #4, patch #3321 (project freeciv): > So far the (partly implemented) plan has been to make default > AI configure option. At least when new ai type is part of > freeciv tree, you are reconfiguring to build it anyway. Hm, true. That would probably suffice for AI developers. Is i

Re: [Freeciv-Dev] Any way to check for a terrain resource within the limits of a city?

2012-06-16 Thread Jacob Nevins
animecent...@gmail.com writes: > I am writing a new ruleset and wanted to add, for example, a city > improvement called gold mine which can only be built if "Hills (Gold)" or > "Mountains (Gold)" is within the city limits. Is this possible? Sadly, it appears not! Firstly, you can't require a reso

[Freeciv-Dev] [patch #3323] Allow requirement range "within city workable radius" for tile-based requirements?

2012-06-16 Thread Jacob Nevins
URL: Summary: Allow requirement range "within city workable radius" for tile-based requirements? Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 16 14:02:30 2012 Category: None

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Henkutsu
Follow-up Comment #4, bug #19815 (project freeciv): Actually, thinking about it, a better solution would be to simply document in the units.rulesets that for the ai to use a craft for settling, it should have a capacity of at least 2. That way there is no need to muck around with the ai.

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Henkutsu
Follow-up Comment #3, bug #19815 (project freeciv): The problem is that the ai doesn't build bodyguards at the beginning. Not until it meets an enemy or reaches a certain size and stops spamming settlers. As a result, an ai on a small island with only small ships available will spam settlers until

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Henkutsu
Follow-up Comment #1, patch #3322 (project freeciv): Thanks. It would really expand the possibilities of what can be done. One of the reasons I wanted to do this was so that I could lower the output of some specials unless an appropriate facility is built in the city (which may have a tech require

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Jacob Nevins
URL: Summary: Resource requirements Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 16 12:53:46 2012 Category: None Priority: 5 - Normal Status: None

[Freeciv-Dev] Any way to check for a terrain resource within the limits of a city?

2012-06-16 Thread animecentral
I am writing a new ruleset and wanted to add, for example, a city improvement called gold mine which can only be built if "Hills (Gold)" or "Mountains (Gold)" is within the city limits. Is this possible? ___ Freeciv-dev mailing list Freeciv-dev@gna.org ht

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Jacob Nevins
Follow-up Comment #2, bug #19815 (project freeciv): Presumably the AI could learn to use two boats and keep them together, though, in order to transport the settler and bodyguard together. (He says, knowing next to nothing about the AI internals.) _

[Freeciv-Dev] [bug #19740] City trading between allies when city trading is disabled

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #1, bug #19740 (project freeciv): > AFAIK cities already have all the information that this change > will required. (For example partisans know the original owner.) There's information about original owner of the city, but that would not be enough in case city has had multiple o

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Marko Lindqvist
Follow-up Comment #1, bug #19815 (project freeciv): Second slot is meant for settler's bodyguard. ___ Reply to this item at: ___ Message sent via/by Gna! http: