[Freeciv-Dev] [patch #3830] Change shore bombardment model to use nativity rather than UMT_*

2013-06-03 Thread Marko Lindqvist
Update of patch #3830 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.5.0, 2.6.0   

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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.

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[Freeciv-Dev] [bug #20842] unit still in focus after put in sentry mode in batch

2013-06-03 Thread pepeto
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


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[Freeciv-Dev] [bug #20863] The AI goes crazy over upkeep-free/nohome workers

2013-06-03 Thread Micke
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: 

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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).




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[Freeciv-Dev] [patch #3560] Use standard button interface (patch 21/60)

2013-06-03 Thread Marko Lindqvist
Update of patch #3560 (project freeciv):

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


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[Freeciv-Dev] [patch #3933] Method of transferring unit upkeep from cities lost to conquering enemies

2013-06-03 Thread Micke
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: 

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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




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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

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[Freeciv-Dev] [patch #3933] Method of transferring unit upkeep from cities lost to conquering enemies

2013-06-03 Thread Marko Lindqvist
Update of patch #3933 (project freeciv):

Category:rulesets = general
 Planned Release: = 2.6.0  

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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.

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[Freeciv-Dev] [patch #3929] Updated documentation of civil_war_chance

2013-06-03 Thread Marko Lindqvist
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

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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.

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[Freeciv-Dev] [patch #3923] Allow multiple partisan unit types.

2013-06-03 Thread Marko Lindqvist
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.

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[Freeciv-Dev] Fullmoon build results

2013-06-03 Thread fullmoon
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


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