[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-17 Thread anonymous
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: 

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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. 




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Re: [Freeciv-Dev] 2.5 Release Goals

2014-04-17 Thread Marko Lindqvist
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

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[Freeciv-Dev] [patch #4646] civ2civ3: oneattack units

2014-04-17 Thread Marko Lindqvist
Update of patch #4646 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4652] Restore S2_5 generate_packets.py assert against packet types above 255

2014-04-17 Thread Marko Lindqvist
Update of patch #4652 (project freeciv):

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


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[Freeciv-Dev] [patch #4640] civ2civ3: sun tzu wonder fix

2014-04-17 Thread Marko Lindqvist
Update of patch #4640 (project freeciv):

 Assigned to:None = cazfi  


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[Freeciv-Dev] [patch #4655] Removing alien ruleset from 2.6 tarball

2014-04-17 Thread Marko Lindqvist
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

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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.





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[Freeciv-Dev] [patch #4633] Fix activity icons gui layer

2014-04-17 Thread Marko Lindqvist
Update of patch #4633 (project freeciv):

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


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[Freeciv-Dev] [patch #4655] Removing alien ruleset from 2.6 tarball

2014-04-17 Thread Emmet Hikory
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.


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[Freeciv-Dev] [patch #4655] Removing alien ruleset from 2.6 tarball

2014-04-17 Thread Marko Lindqvist
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.

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