[Freeciv-Dev] [patch #3830] Change shore bombardment model to use nativity rather than UMT_*
Update of patch #3830 (project freeciv): Status:None = Ready For Test Planned Release: = 2.5.0, 2.6.0 ___ Follow-up Comment #10: We now consider latest version in this ticket to be correct? Targeting to S2_5 too as this seems like bugfix to can_attack(_from)_native_tile() behavior being ruleset defined. ___ Reply to this item at: http://gna.org/patch/?3830 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20842] unit still in focus after put in sentry mode in batch
Update of bug #20842 (project freeciv): Status: In Progress = Ready For Test Planned Release: = 2.3.5, 2.4.0, 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?20842 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20863] The AI goes crazy over upkeep-free/nohome workers
URL: http://gna.org/bugs/?20863 Summary: The AI goes crazy over upkeep-free/nohome workers Project: Freeciv Submitted by: mss_8734 Submitted on: Mon Jun 3 16:16:01 2013 Category: ai 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: ___ Details: If workers are upkeep-free (at least in combination with a nohome flag, killunhomed disabled and no civilian flag) the AI goes crazy and will continuously build more, not stopping even when it has more than 50 per city. I haven't looked into the code yet, so I don't know if this is caused by the autosettler AI always wanting more since they are so cheap, a general desire almost always trumping everything else for the same reason or the AI thinking they are a cost-effective unit for defence (which they would be if they could kill anything not obsoleted by the Iron Age). ___ Reply to this item at: http://gna.org/bugs/?20863 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3560] Use standard button interface (patch 21/60)
Update of patch #3560 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3560 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3933] Method of transferring unit upkeep from cities lost to conquering enemies
URL: http://gna.org/patch/?3933 Summary: Method of transferring unit upkeep from cities lost to conquering enemies Project: Freeciv Submitted by: mss_8734 Submitted on: Mon Jun 3 22:24:19 2013 Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: This patch introduces game.info.upkeep_transfer_style with values in [0,4] for transferring unit upkeep from cities lost to conquering enemies (all styles but 0 require gold_upkeep_style 0). 0 - (Default) No units are transferred. 1 - Units without food- or shield upkeep (including ones affected by shield2gold) have their upkeep transferred to the city closest to the lost one. 2 - Units without food upkeep have their upkeep transferred. 3 - All units have their upkeep transferred. It affects the following files: common/game.h common/packets.def server/citytools.c:unit_enter_city() server/ruleset.c data/classic/game.ruleset ___ File Attachments: --- Date: Mon Jun 3 22:24:19 2013 Name: unit_upkeep_transfer.diff Size: 6kB By: mss_8734 http://gna.org/patch/download.php?file_id=18047 ___ Reply to this item at: http://gna.org/patch/?3933 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3933] Method of transferring unit upkeep from cities lost to conquering enemies
Update of patch #3933 (project freeciv): Category:rulesets = general Planned Release: = 2.6.0 ___ Follow-up Comment #1: - You should make sure you don't transfer units to cities where they cannot exist - I don't like magic numbers in ruleset format. I'd prefer ruleset to have textual values that are converted to numerical values at ruleset loading time - Also, internally the numerical values should be descriptive enum and not 0 ... 4. - Comment documenting the ruleset field should be added to all included rulesets Also note to committer if this goes so far: network protocol is changed, so capstr must be refreshed. ___ Reply to this item at: http://gna.org/patch/?3933 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3929] Updated documentation of civil_war_chance
Update of patch #3929 (project freeciv): Status:None = Ready For Test Assigned to:None = cazfi Planned Release: = 2.3.5, 2.4.0, 2.5.0, 2.6.0 ___ Follow-up Comment #1: No need to resend any of your already submitted patches, and this is really nitpick, but we now prefer .patch suffix. ___ Reply to this item at: http://gna.org/patch/?3929 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3923] Allow multiple partisan unit types.
Follow-up Comment #3, patch #3923 (project freeciv): 0 units without any problems except a lua script error in the lattermost case. This belongs to new ticket, but either the lua script should be fixed or maybe ruleset sanity checking should prevent one from having a ruleset with partisan effect, but no partisan unit - that's certainly not something ruleset author meant to have. ___ Reply to this item at: http://gna.org/patch/?3923 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Fullmoon build results
This is build report automatically generated by FullMoon Ilmarinen (0.4.50.1) Fullmoon operated by Marko Lindqvist cazf...@gmail.com This build is from TRUNK. Component svn, Host build.cazfi.net, Phase Source update(1): Succeeded Component autogen.sh, Host build.cazfi.net, Phase Other command(0): Succeeded Component server, Host build.cazfi.net, Phase Build(2): Succeeded Component gtk2, Host build.cazfi.net, Phase Build(2): Succeeded Component gtk3, Host build.cazfi.net, Phase Build(2): FAILED Component sdl, Host build.cazfi.net, Phase Build(2): Succeeded Component xaw, Host build.cazfi.net, Phase Build(2): Succeeded Component qt, Host build.cazfi.net, Phase Build(2): Succeeded Component stub, Host build.cazfi.net, Phase Build(2): Succeeded ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev