[Freeciv-Dev] [patch #3675] Rivers as road types in rulesets

2013-02-09 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #3675 (project freeciv):

Had a look. Setting the rivers to non pillageable was forgotten.

PS! Thanks for publishing this patch and therefore making it less time
consuming to try river as road before it's done

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[Freeciv-Dev] [bug #20491] CMA cruft

2013-02-09 Thread anonymous
URL:
  

 Summary: CMA cruft
 Project: Freeciv
Submitted by: None
Submitted on: Sun Feb 10 03:13:54 2013
Category: agents
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: m8r-6oo...@mailinator.com
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

The CMA help refers to the installed README.cma, and README.cma (vintage 2002)
claims that clients/agents/cma_core.h explains how stuff actually works. 
There is a comment in cma_core.h:

| The plan defines a minimal surplus. The module will try to get the
| required surplus. If there are citizens free after allocation of
| the minimal surplus these citizens will get arranged to maximize
| the sum over base*factor. The base depends upon the factor_target.

However, factor_target is now a dummy, this comment should be updated. 
cma_core.h tries to include cm.h and attribute.h, I failed to find these
files, maybe they are obsolete.

In README.cma all references to factor_target and cma_core.h can be removed. 
All vintage 2002 presets can be trimmed to eight values ending with FALSE,0
(or TRUE,0) instead of nine values ending with 0,0,1 (or 1,0,1).  

The code in cma_fec.c (create_default_cma_presets, 2013) generates five CMA
presets if no presets exist.  These default presets should be listed in
README.cma instead of the relevant old (2002) presets.  Users need to know how
to recreate deleted presets.   

In the CMA GUI the six constraints permit to set the minimal surplus from -20
up to +20.  There is no "trade deficit", 
"luxury deficit", or "research deficit" in the default ruleset.

Please limit the minimal surplus to 0..20 if there are no plans
to introduce negative trade/luxury/research.  Otherwise explain
in README.cma what a negative trade/luxury/research surplus is.

The difference between happiness and luxury is unclear.  Please
explain in README.cma how happiness 1 over everything else 0 differs from
luxury 1 over everything else 0.  

Please explain also what the CMA celebration switch to the left
of happiness actually does or tries to do, i.e., how would a 
user achieve this effect in manual micro-management without CMA.

So far I think that the CMA happiness factor and the celebration
switch are redundant, i.e., some combination of trade and luxury
should have the same effect.  If it's not redundant I need more
than one fresh clue in README.cma what exactly the CMA does. 

BTW, what is the base in "maximize the sum over base*factor"?
   
  




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[Freeciv-Dev] [bug #20476] netdb.h conflict

2013-02-09 Thread Hugo van der Sanden
Follow-up Comment #3, bug #20476 (project freeciv):

> Can you confirm if I got this right.

Yes, header that is included is /usr/include/netdb.h which does define
AI_NUMERICSERV.

> Meanwhile you can test if manually setting
> CPPFLAGS="-I/usr/include/bind" for configure produces working
> build.

It failed, this time on functions such as inet_ntoa, I think due to conflicts
between arpa/inet.h and bind/arpa/inet.h - the latter redefines inet_ntoa to
__inet_ntoa, but then __inet_ntoa can't be found at link time.

I tried instead going the other way, to try to convince configure that I
didn't need libbind at all:


% svn diff configure.ac
Index: configure.ac
===
--- configure.ac(revision 22316)
+++ configure.ac(working copy)
@@ -1012,8 +1012,11 @@
 if test "x$server" = "xyes"; then
 SERVER_LIBS="-lm ${SERVER_LIBS}"
 
-dnl Some systems (e.g., BeOS) need this lib
-AC_CHECK_LIB(bind, gethostbyaddr, SERVER_LIBS="-lbind $SERVER_LIBS")
+dnl Some systems (e.g., BeOS) need -lbind, while others can better avoid
it
+AC_CHECK_FUNCS([gethostbyaddr])
+if test $ac_cv_func_gethostbyaddr = no; then
+  AC_CHECK_LIB(bind, gethostbyaddr, SERVER_LIBS="-lbind $SERVER_LIBS")
+fi
 
 dnl Readline library and header files.
 FC_HAS_READLINE()


With that change, -lbind is no longer included in LIBS or SERVER_LIBS; for
some reason it is still included in GUI_sdl_LIBS, and I wasn't able to find
what introduces it there. But I can build successfully with
--enable-client=gtk2 (previously gtk2,sdl), start a server and a client and
have them talk to each other.

I suspect that the libbind4 package is my main problem, and I plan to remove
it (but I'll wait in case there's more you'd like me to test); I believe that
on this OS libc contains everything I'm likely to need from libbind, and quite
likely in more modern and featureful fashion.

Here's my full configure invocation now:

./configure --prefix=/opt/freeciv --enable-fcdb=mysql --enable-client=gtk2
--enable-svnrev --enable-aimodules=yes --disable-nls --enable-debug=some
--with-readline --with-x --enable-shared --disable-ipv6

Hugo

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[Freeciv-Dev] [bug #20472] [River|Road] move_mode "Relaxed" assumes river/road on adjacent tile

2013-02-09 Thread Marko Lindqvist
Update of bug #20472 (project freeciv):

  Status:None => Ready For Test 

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Follow-up Comment #2:

Untested patch for this ticket.

(file #17168)
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Additional Item Attachment:

File name: RelaxedMoveWithBetweenCheck.patch Size:2 KB


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[Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-09 Thread Marko Lindqvist
Follow-up Comment #1, bug #20489 (project freeciv):

There is "Patrol" command you can use to set route for units to constantly
move. Isn't that sufficient for you?

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Re: [Freeciv-Dev] gameloss_style // no palace

2013-02-09 Thread Marko Lindqvist
Looking the actual code, these lines are probably relevant:

On 10 February 2013 01:02, Imhotep  wrote:
>   palace = game.server.savepalace;
>   game.server.savepalace = FALSE; /* moving it around is dumb */

 do a lot things ...

>   game.server.savepalace = palace;


 - ML

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[Freeciv-Dev] [patch #3684] Effect Enemy_Citizen_Unhappy_Pct

2013-02-09 Thread Marko Lindqvist
URL:
  

 Summary: Effect Enemy_Citizen_Unhappy_Pct
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 10 Feb 2013 03:05:48 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Replace Enemy_Citizen_Unhappy_Div, that can make only less than one citizen
unhappy / enemy citizen, and with poor granularity, with
Enemy_Citizen_Unhappy_Pct that can make either more (value > 100), or less
(value < 100) unhappy citizens than there's enemy citizens.



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File Attachments:


---
Date: Sun 10 Feb 2013 03:05:48 AM EET  Name: EftEnemyCitizenUnhappyPct.patch 
Size: 4kB   By: cazfi



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Re: [Freeciv-Dev] gameloss_style // no palace

2013-02-09 Thread Marko Lindqvist
On 10 February 2013 01:02, Imhotep  wrote:
> Hello all,
>
> playing with the code below,
> I notice that neither the new AI (created from civil war) nor the barbarians
> have a palace in any city.
>
> I have started to debug but, there is a lot of code and I can waste a lot of
> time on try and error.
>
> Does anyone out there have an inspired guess where I should look first?

 Are your rules set so that palace should be restored when capital is
lost? Do you have "savepalace" setting enabled, and palace defined as
SmallWonder with SaveSmallWonder flag in buildings.ruleset?


 - ML

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[Freeciv-Dev] [patch #3683] River type specific gfx

2013-02-09 Thread Marko Lindqvist
URL:
  

 Summary: River type specific gfx
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 10 Feb 2013 02:30:44 AM EET
Category: client
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Load separate river sprites for each river road type based on the gfx tag from
ruleset.

As common tag prefix for all sprites of the river type is needed, and there
used to be both "tx.s_river_" and "tx.river_outlet" sprites for current river
specials, former tags were changed to "tx.river_s" for common prefix
"tx.river". To indicate this change I'll bump .spec -file capstr when
committing this.



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File Attachments:


---
Date: Sun 10 Feb 2013 02:30:44 AM EET  Name: RiverGfxTags.patch  Size: 23kB  
By: cazfi



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Re: [Freeciv-Dev] gameloss_style // no palace

2013-02-09 Thread Imhotep




Hello all,

playing with the code below,
I notice that neither the new AI (created from civil war) nor the
barbarians have a palace in any city.

I have started to debug but, there is a lot of code and I can waste a
lot of time on try and error.

Does anyone out there have an inspired guess where I should look first?

Thanks
Imhotep

Imhotep wrote:

  
Marko Lindqvist wrote:
  
On 8 February 2013 22:44, Imhotep  wrote:
  

  Hi there,

after trying the wiki and the forum, I'm finally trolling here.
(Not that I intend to troll but, the reactions (or the lack of) make me feel
like that).

I have recently managed to make a first version of the gameloss_style
parameter.
(See my posts on the forum and the wiki.)



 It's a bit hard to comment on code one doesn't see ;-)
  
  
That indicates that you want to see it, so here it is (existing
functions after my changes):
  
in plrhand.c:
/**
  Murder a player in cold blood.
  
  Called from srv_main kill_dying_players() and edit packet handler
  handle_edit_player_remove().
**/
void kill_player(struct player *pplayer)
{
  bool palace;
  
  pplayer->is_alive = FALSE;
  
  /* reset player status */
  player_status_reset(pplayer);
  
  /* Remove shared vision from dead player to friends. */
  players_iterate(aplayer) {
    if (gives_shared_vision(pplayer, aplayer)) {
  remove_shared_vision(pplayer, aplayer);
    }
  } players_iterate_end;
  
  cancel_all_meetings(pplayer);
  
  /* Show entire map for players who are *not* in a team if revealmap
is set
   * to REVEAL_MAP_DEAD. */
  if (game.server.revealmap & REVEAL_MAP_DEAD
  && player_list_size(team_members(pplayer->team)) == 1)
{
    map_know_and_see_all(pplayer);
  }
  
  if (!is_barbarian(pplayer)) {
    notify_player(NULL, NULL, E_DESTROYED, ftc_server,
  _("The %s are no more!"),
  nation_plural_for_player(pplayer));
  }
  
  /* Transfer back all cities not originally owned by player to their
 rightful owners, if they are still around */
  palace = game.server.savepalace;
  game.server.savepalace = FALSE; /* moving it around is dumb */
  city_list_iterate(pplayer->cities, pcity) {
    if (pcity->original != pplayer &&
pcity->original->is_alive) {
  /* Transfer city to original owner, kill all its units outside of
 a radius of 3, give verbose messages of every unit transferred,
 and raze buildings according to raze chance (also removes
palace) */
  transfer_city(pcity->original, pcity, 3, TRUE, TRUE, TRUE);
    }
  } city_list_iterate_end;
  
  /* let there be civil war --- Imhotep */
  //   if (!is_barbarian(pplayer) &&
(city_list_size(pplayer->cities)>=2)) {
  if ((game.info.gameloss_style & 2) &&
city_list_size(pplayer->cities) >= GAME_MIN_CIVILWARSIZE) {
    log_verbose("Civil war strikes the remaining empire of %s",
pplayer->name);
    /* out of sheer cruelty we reanimate the player so he can behold
what happens to his empire */
    pplayer->is_alive = TRUE;
    (void) civil_war(pplayer);
    pplayer->is_alive = FALSE;
   } else {
 log_verbose("The empire of %s is too small for civil war, it
vanishes without a trace.", pplayer->name);
   }
  
  
  
  struct player *barbarians = NULL;
  if (game.info.gameloss_style & 1) {
    /* if parameter, create a barbarian, if possible */
    barbarians = create_barbarian_player_land();
  }
  
  /* if there are barbarians, the will take the remaining cities */
  /* vae victis! */
  if (barbarians)
  { //Imhotep DEBUG
  adv_data_phase_init(barbarians, TRUE);
  
  /* Transfer any remaining cities */
  city_list_iterate(pplayer->cities, pcity) {
    transfer_city(barbarians, pcity, -1, FALSE, FALSE, FALSE);
  } city_list_iterate_end;
  game.server.savepalace = palace;
  
  
  /* Destroy all units that are still ours */
  unit_list_iterate_safe(pplayer->units, punit) {
    wipe_unit(punit, ULR_PLAYER_DIED, NULL);
  } unit_list_iterate_safe_end;
  
  
  resolve_unit_stacks(pplayer, barbarians, FALSE);
  
  /* Choose a capital (random). */
  city_build_free_buildings(city_list_get(barbarians->cities,
fc_rand(city_list_size(barbarians->cities;
  
  /* Remove ownership of tiles */
  whole_map_iterate(ptile) {
    if (tile_owner(ptile) == pplayer) {
  map_claim_ownership(ptile, NULL, NULL);
    }
  } whole_map_iterate_end;
  
 
  } else { // Imhotep 
  
  /* Remove all units that are still ours */
  unit_list_iterate_safe(pplayer->units, punit) {
    wipe_unit(punit, ULR_PLAYER_DIED, NULL);
  } unit_list_iterate_safe_end;
  
  
  /* Destroy any remaining cities */
  city_list_iterate(pplayer->cities, pcity) {
    remove_city(pcity);
  } city_list_iterate_end;
  game.server.savepalace = palace;
  
  /* Remove ownership of tiles */
  whole_map_iterate(ptile) {
    if (tile_owner(ptile) == pplayer) {
  map_claim_ownership(ptile, NU

[Freeciv-Dev] [patch #3674] Roadstyle "River"

2013-02-09 Thread Marko Lindqvist
Update of patch #3674 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #3673] Classicai to srcdir of its own

2013-02-09 Thread Marko Lindqvist
Update of patch #3673 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #3671] Minor optimization to has_defense()

2013-02-09 Thread Marko Lindqvist
Update of patch #3671 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #3620] Governor (cma) branch pruning heuristic fix

2013-02-09 Thread Marko Lindqvist
Update of patch #3620 (project freeciv):

 Planned Release:2.4.0, 2.5.0 => 2.4.0-beta2, 2.5.0 

___

Follow-up Comment #7:

Will be running more autogames with this before committing (even if patch
itself is correct, old AI balancing may have resulted in fudge factors that
mean correct low-level results cause poor overall performance). But also want
this in to beta-release testing.

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[Freeciv-Dev] [bug #20484] get_virtual_defense_power() assuming "TerrainDefense"

2013-02-09 Thread Marko Lindqvist
Update of bug #20484 (project freeciv):

 Planned Release: 2.3.4, 2.4.0, 2.5.0 => 2.3.5, 2.4.0, 2.5.0


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[Freeciv-Dev] [bug #17887] Tech prerequisites misdisplayed in help if root_req set

2013-02-09 Thread Marko Lindqvist
Update of bug #17887 (project freeciv):

Severity:  3 - Normal => 5 - Blocker


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[Freeciv-Dev] [bug #19168] mapimg automatic save dumps images in current directory

2013-02-09 Thread Marko Lindqvist
Update of bug #19168 (project freeciv):

Severity:  3 - Normal => 5 - Blocker


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[Freeciv-Dev] [bug #19998] Cimpletoon tileset lacks Elephants/Crusaders, so can't be used with civ2/civ2civ3/multiplayer

2013-02-09 Thread Marko Lindqvist
Update of bug #19998 (project freeciv):

Severity:  3 - Normal => 5 - Blocker


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[Freeciv-Dev] [bug #20490] Player owner reconnecting to player while delegate user attached => server assertion failures, crash

2013-02-09 Thread Marko Lindqvist
Update of bug #20490 (project freeciv):

Severity:  3 - Normal => 5 - Blocker


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[Freeciv-Dev] [bug #20490] Player owner reconnecting to player while delegate user attached => server assertion failures, crash

2013-02-09 Thread Jacob Nevins
URL:
  

 Summary: Player owner reconnecting to player while delegate
user attached => server assertion failures, crash
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Feb  9 21:39:12 2013
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_4 r22316
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 2.4.0,2.5.0

___

Details:

* Two users initially: herp, derp, each with a player
* Game started
* herp: /delegate to pamcakes
* herp leaves
* pamcakes joins (not attached to player intitially)
* pamcakes: /delegate take Ur-Nammu [herp's player]
* bad things happen to server

"Bad things" include many many assertion failures and eventually a crash.

With -F, the first server assertion failure:


0: in dbv_isset() [bitvector.c::120]: assertion 'pdbv->vec != ((void *)0)'
failed.

#0  0x7f76e90c07bb in raise (sig=)
at ../nptl/sysdeps/unix/sysv/linux/pt-raise.c:42
No locals.
#1  0x005e5f8c in fc_assert_fail (file=0x68436d "bitvector.c", 
function=0x6844be "dbv_isset", line=120, assertion=,

message=0x680e85 "nologmsg:%s") at log.c:520
level = LOG_FATAL
#2  0x005fc8d5 in dbv_isset (pdbv=, 
bit=) at bitvector.c:120
__FUNCTION__ = "dbv_isset"
#3  0x0048c931 in map_is_known_and_seen (ptile=0x5126, pplayer=0x5126,

vlayer=6) at maphand.c:749
No locals.
#4  0x0048cb97 in send_tile_info (dest=, 
ptile=0x354f2d0, send_unknown=false) at maphand.c:422
pplayer = 0x1f9ede0
pconn_iter = 
pconn = 0x8c1970
info = {tile = 0, continent = 0, known = 6107115, owner = 0, 
  worked = 0, terrain = 0, resource = 33156576, special = {false, 
false, false, false, 80, 236, false, true, false, false, false}, 
  bases = {vec = "\000\375MI"}, 
  spec_sprite = '\000' ,
"\n\025]\000\000\000\000\000P\354\370\001\000\000\000\000\bOI", '\000'
, 
  label = '\000' "\205,
&o\213|\213\206\220\205u\001", '\000' ,
"p\031\214\000\000\000\000\000\320\363\025"}
owner = 
__FUNCTION__ = "send_tile_info"
#5  0x0048d193 in send_all_known_tiles (dest=0x1750580)
at maphand.c:364
tiles_sent = 
#6  0x0043b673 in send_all_info (dest=0x1750580) at srv_main.c:555
__FUNCTION__ = "send_all_info"
#7  0x004816a9 in connection_attach_real (pconn=0x8c1970, 
pplayer=0x1f9ede0, observing=false, connecting=false) at
connecthand.c:622
__FUNCTION__ = "connection_attach_real"
#8  0x0048198a in connection_delegate_restore (pconn=0x8c1970)
at connecthand.c:822
pplayer = 
__FUNCTION__ = "connection_delegate_restore"
#9  0x00481e77 in establish_new_connection (pconn=0x8c20a0)
at connecthand.c:189
pdelegate = 
dest = 0x17505d0
pplayer = 
packet = {you_can_join = true, 
  message = "herp
Welcome\000\000\000\000\000\000\000\004\000\000\000L\315]\351v\177\000\000\340/h\000\000\000\000\000x\365\025\066\377\177\000\000\200\365\025\066\377\177\000\000\210\365\025\066\377\177\000\000p\365\025\066\377\177\000\000\320\365\025\066\377\177\000\000\345\334a\000\000\000\000\000\000\020\000\000\000\000\000\000G\030\251\000\000\000\000\000\063\347\326\347v\177\000\000\331\017\000\000\000\000\000\000\200\247\a\350v\177\000\000&\000\000\000\000\000\000\000\000@]\351v\177\000\000\000\000\000\000\000\000\000\000\205\375\326\347v\177\000\000
\030\251\000\000\000\000\000
\030\251\000\000\000\000\000&\000\000\000\000\000\000\000\200\247\a\350v\177\000\000\000\000\000\000\000\000\000\000\236\343\326\347v\177\000\000\060\060\060\060\060\060\060\060\200\247\a\350v\177\000\000
\030\251\000\000\000\000\000&", '\000' , "@\022"..., 
  capability = "+Freeciv-2.4-network rules_finished
trademindist_size\000\000(\211\322\347v\177\000\000en_GB.UT\000\205&o\213|\213\206\004\000\000\000\000\000\000\000o\374\025\066\377\177\000\000\002\000\000\000\000\000\000\000\240\374\025\066\377\177\000\000\300\031\214\000\000\000\000\000\350\355\371\001\000\000\000\000\340\355\371\001\000\000\000\000u\362C\000\000\000\000\000\060\000\000\000\060\000\000\000\200\374\025\066\377\177\000\000\300\373\025\066\377\177\000\000\000\205&o\000\000\000\000@\370t\001\000\000\000\000ěE\000\005\000\000\000\070\374\025\066\377\177\000\000
\373\025\066\377\177\000\000\300\031\214\000\000\000\000\000\350\355\371\001\000\000\000\000@\370t\001\000\000\000\000@\276\a\350v\177\000\000\001\000\000\000\000\000\000\000"...,

  challenge_file =
"challenge_5556_4\000\000\000\000\000\000\000\310JC\000\000\000\000\000
\000\000\000\060\000\000\000\020\376\025\066\3

[Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-09 Thread anonymous
URL:
  

 Summary: Explorers shouldn't stop exploring
 Project: Freeciv
Submitted by: None
Submitted on: Sat Feb  9 18:44:56 2013
Category: client
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When I set explorers to auto-explore, I get nervous when they stop exploring
just because they walked through the whole map. I want they to continue
explore map, so that my map can get continously updated (new cities founded,
etc.)
There should be some way of "forgeting" the known map, so that explorers could
explore again same tiles.




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[Freeciv-Dev] [bug #20488] Typo fixes, clarifications, etc

2013-02-09 Thread Jacob Nevins
Update of bug #20488 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-typos-201302.patch   Size:38 KB
File name: S2_4-typos-201302.patchSize:38 KB


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[Freeciv-Dev] [bug #20488] Typo fixes, clarifications, etc

2013-02-09 Thread Jacob Nevins
URL:
  

 Summary: Typo fixes, clarifications, etc
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Feb  9 14:45:44 2013
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.0,2.5.0

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Details:

The usual batch of minor textual fixes coming out of en_GB updating /
proofreading.

Touches 30 translateable strings.




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[Freeciv-Dev] [bug #20362] Freecost not applied to Philosophy bonus tech

2013-02-09 Thread Jacob Nevins
Update of bug #20362 (project freeciv):

 Summary: Frecost not applied to Philosophy bonus tech =>
Freecost not applied to Philosophy bonus tech


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[Freeciv-Dev] [patch #3681] Non-native tile graphic for supplied non-Amplio tilesets

2013-02-09 Thread Jacob Nevins
URL:
  

 Summary: Non-native tile graphic for supplied non-Amplio
tilesets
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Feb  9 10:23:07 2013
Category: art
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Bug #19609 added a tile overlay to indicate non-native tiles (new feature in
2.4) in the default Amplio2 ruleset and ones based on it.

It would be nice to add this for the other supplied tilesets (trident,
isotrident, hex2t, isophex). Currently they still reuse the
unavailable-for-city-worker overlay (a red box).

I may get around to this at some point.




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[Freeciv-Dev] [bug #19609] View Native Tiles & city dialog

2013-02-09 Thread Jacob Nevins
Update of bug #19609 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => jtn
 Open/Closed:Open => Closed 
Operating System:None => Any


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[Freeciv-Dev] [patch #3680] Ai to consider road defense bonus

2013-02-09 Thread Marko Lindqvist
URL:
  

 Summary: Ai to consider road defense bonus
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 09 Feb 2013 10:49:05 AM EET
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Make every place where AI and advisor code previously considered river special
defense bonus to consider defense bonus from roads, and in most cases from
bases too. Ai settler evaluating city spot ignores bases as they would be
removed when city is founded.

New rivers as road types code considers in most cases only those road types
that are native to unit type in question, i.e, are really providing the
defense bonus. I noticed that old rivers as specials code assumed rivers to
provide defense for all units.



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File Attachments:


---
Date: Sat 09 Feb 2013 10:49:05 AM EET  Name: AiRoadDefense.patch  Size: 6kB  
By: cazfi



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