[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss
URL: http://gna.org/bugs/?21932 Summary: nuke self destructs own city after tech loss Project: Freeciv Submitted by: None Submitted on: Thu 17 Apr 2014 06:06:32 UTC Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.4.2 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Using the shift N command to explode a nuke on an enemy city risks self destruction. An example is in the attached file. Point the nuke in London at the nearby city Berlin and fire it using the shift N command. Nothing happens. Now point it at the German worker next to Berlin. You destroy your own city, London. This situation can occur after tech loss of Advanced Flight. Nukes that existed before the theft of the tech retain their movement points until the end of the turn. The keyboard arrow commands still function normally. Goto is disabled however in this case. But beware the shift N command appears to function, in reality it causes self destruction. ___ Reply to this item at: http://gna.org/bugs/?21932 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] 2.5 Release Goals
On 15 April 2014 04:24, Marko Lindqvist cazf...@gmail.com wrote: On 7 April 2014 21:54, Marko Lindqvist cazf...@gmail.com wrote: On 6 April 2014 23:26, Marko Lindqvist cazf...@gmail.com wrote: On 6 April 2014 17:43, Jacob Nevins 0jacobnk.fc...@chiark.greenend.org.uk wrote: Some time ago, I think you offered to provide a summary of the major changes as a starting point for the release note. If that offer's still open, I'd like to take it up. Just give me week or two. I hope this kind of listing is sufficient for you. In the future I hope to avoid the massive operation of going through svn logs of entire release cycle at once by constantly maintaining this kind of document during the development, especially as it seems that 2.6 will have even more commits than 2.5 (a huge percentage of them to be listed under single heading tile extras). So please tell if any changes are needed to the format so I can start working 2.6 document toward current HEAD. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4646] civ2civ3: oneattack units
Update of patch #4646 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4646 ___ 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 #4652] Restore S2_5 generate_packets.py assert against packet types above 255
Update of patch #4652 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4652 ___ 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 #4640] civ2civ3: sun tzu wonder fix
Update of patch #4640 (project freeciv): Assigned to:None = cazfi ___ Reply to this item at: http://gna.org/patch/?4640 ___ 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 #4655] Removing alien ruleset from 2.6 tarball
URL: http://gna.org/patch/?4655 Summary: Removing alien ruleset from 2.6 tarball Project: Freeciv Submitted by: cazfi Submitted on: Fri 18 Apr 2014 01:26:23 AM EEST Category: bootstrap Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: It's becoming increasingly clear that alien ruleset will never make it to 2.6 in an acceptable quality to be included in the main tarball. This ticket is about dropping it from the tarball. I think we should not remove it from TRUNK in any point, but only from S2_6 once it has been branched. That way there's no duplicate work of readding it again for 3.0 development, and more importantly the translations already made (Polish) will live in TRUNK and not be lost because of rulesets temporary removal. ___ Reply to this item at: http://gna.org/patch/?4655 ___ 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 #4633] Fix activity icons gui layer
Update of patch #4633 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4633 ___ 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 #4655] Removing alien ruleset from 2.6 tarball
Follow-up Comment #1, patch #4655 (project freeciv): Is this just about the graphics, or are there other structural or narrative issues with the alien ruleset that need to be addressed for inclusion? While I also have other motivations, the alien ruleset has provided a fair amount of incentive for supporting complex nativity, etc. I haven't done a deep review of the specific rules since last year but at that time the main thing I noticed other than the engine support issues were related to some of the vision arithmetic assuming !hex topologies. ___ Reply to this item at: http://gna.org/patch/?4655 ___ 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 #4655] Removing alien ruleset from 2.6 tarball
Follow-up Comment #2, patch #4655 (project freeciv): It's not a single thing, but overall quality. Techically we have current ruleset quite well covered, but as I have had no time to do kind of playtesting I hoped to do, playability / game balance has many problems. It simply doesn't work as a game. Once properly identified, fixing those issues probably require technical changes I can't currently foresee. Iterate several times. Still, we've going to have alien ruleset in the default custom modpack list of the modpack installer even in 2.5, so it's not like not including it to the core distribution makes it unavailable. ___ Reply to this item at: http://gna.org/patch/?4655 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev