[Freeciv-Dev] [bug #22054] Arrival of a caravan/freight by sea does not trigger traderoute dialog

2014-05-19 Thread pepeto
Update of bug #22054 (project freeciv):

Severity:   4 - Important = 2 - Minor  
  Status:None = Confirmed  
Operating System:   GNU/Linux = Any

___

Follow-up Comment #1:

Thank you for reporting. Before we fix that, note that you can establish trade
route without unloading the caravans using the 'r' key, or by the Work menu.
For building wonders, the key is 'b'.


___

Reply to this item at:

  http://gna.org/bugs/?22054

___
  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 #22054] Arrival of a caravan/freight by sea does not trigger traderoute dialog

2014-05-19 Thread pepeto
Update of bug #22054 (project freeciv):

  Status:   Confirmed = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.4.3,2.5.0,2.6.0  

___

Follow-up Comment #2:

I didn't follow the development when the transport patches were applied but I
think the order the server send the packets has changed. If I am correct,
nowadays the server moves the transport first, its cargo afterward.

So the former test I had implemented for bug #14606 is not relevant anymore.
Changed it to perform tests only from 'punit' and its transporters.


(file #20769, file #20770)
___

Additional Item Attachment:

File name: trunk_process_caravan_arrival.patch Size:1 KB
File name: S2_4_S2_5_process_caravan_arrival.patch Size:1 KB


___

Reply to this item at:

  http://gna.org/bugs/?22054

___
  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 #21938] ORDER_FULL_MP waits if unit's move rate is reduced after orders laid in

2014-05-19 Thread pepeto
Follow-up Comment #2, bug #21938 (project freeciv):

'' looks the correct thing.

I don't think we should cancel path or recalculate path if the move rate was
changed. Or at least not at server side (anyway the AI recalculates path every
turns). And I think this is a separated issue.

Not that computed paths have many other ways to become obsolete (terrain
changes, infrastructure built/removed, non-allied unit moves etc.).


___

Reply to this item at:

  http://gna.org/bugs/?21938

___
  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 #22053] Impossible to attack cities with pathfinding

2014-05-19 Thread Emmet Hikory
Follow-up Comment #1, bug #22053 (project freeciv):

Only units with UCF_CAN_OCCUPY should be permitted to attack cities that do
not contain units, so conditional becomes something like the following
(untested):


  if ((is_non_allied_unit_tile(target, param-owner)
   || (is_non_allied_city_tile(target, param-owner)
 uclass_has_flag(param-uclass, UCF_CAN_OCCUPY)))
   ((uclass_has_flag(param-uclass, UCF_ATTACK_NON_NATIVE)
!BV_ISSET(param-unit_flags, UTYF_ONLY_NATIVE_ATTACK))
  || is_native_tile_to_class(param-uclass, target))



___

Reply to this item at:

  http://gna.org/bugs/?22053

___
  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 #22050] Recursive transport problems

2014-05-19 Thread David Lowe
Follow-up Comment #3, bug #22050 (project freeciv):

On question 3, i would agree that the volume taken up by a transported unit
shouldn't change if it has something else inside it.  This is not true for the
case of something being transported *outside*, but those cases are so few we
can probably ignore them.  Weight is another issue, but we might safely ignore
it.  Also, space taken up by a deployed unit is much more than needed when it
is packed for transport - but the multiplier would presumable vary between
different unit types.

Regarding unit sizes, that level of realism might be more than we need.  We
already have, for example, the Big Land category.  Then again, there are
already so many fudge factors in unit composition that the ruleset author
might end up picking random numbers out of the air.  For instance, depending
upon whom you talk to [and what era], an aircraft squadron might be made of 6
- 50 aircraft.  Now which is bigger, six bombers or 50 fighters?

By comparison, Civilization IV only made the distinction that the Caravel
could carry smaller units like Spies but not mainline units.  Otherwise all
units were considered equal.  Small Land, anyone?

RPGs i've played usually either separately list volume and weight for items or
give a single arbitrary 'size' figure which indicates all of: bulkiness,
volume,  weight.  This is probably what persia had in mind.

___

Reply to this item at:

  http://gna.org/bugs/?22050

___
  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 #22048] Crashes and other trouble with repeated Connect to network game / Cancel

2014-05-19 Thread Jacob Nevins
Follow-up Comment #2, bug #22048 (project freeciv):

With this patch, in sessions which survived bug #22047, I was still able to
reproduce symptoms (1) and (3) but didn't see (2).

Which suggests those are unrelated and probably need new ticket(s).

___

Reply to this item at:

  http://gna.org/bugs/?22048

___
  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 #4689] CodingStyle update

2014-05-19 Thread Jacob Nevins
Update of patch #4689 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?4689

___
  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 #22048] Crashes and other trouble with repeated Connect to network game / Cancel

2014-05-19 Thread Jacob Nevins
Update of bug #22048 (project freeciv):

 Planned Release:   2.6.0 = 2.5.0, 2.6.0   

___

Follow-up Comment #3:

Seen symptoms (1) and (3) with unpatched S2_5 as well. Not seen (2) in my
testing.
Not reproduced any trouble with S2_4.

___

Reply to this item at:

  http://gna.org/bugs/?22048

___
  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 #22047] Crash in gtk_text_layout_get_cursor_locations() on Connect to network game

2014-05-19 Thread Jacob Nevins
Update of bug #22047 (project freeciv):

 Planned Release:   2.6.0 = 2.5.0, 2.6.0   

___

Follow-up Comment #2:

Also seen with S2_5 r24899 (at least the first symptom).
Not reproduced any trouble with S2_4.

___

Reply to this item at:

  http://gna.org/bugs/?22047

___
  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 #22040] AI creates too many triremes

2014-05-19 Thread Marko Lindqvist
Follow-up Comment #5, bug #22040 (project freeciv):

There actually was handling of passenger death in unit_free -callback.
Attached version of the patch removes it. So now the patch moves the check
from unit_free to unit_lost, since latter gets called for any reason control
to unit is lost, former only when unit is completely removed from the game.

(file #20772, file #20773)
___

Additional Item Attachment:

File name: PassengerDeath-2.patch Size:4 KB
File name: PassengerDeath-S2_4-2.patchSize:2 KB


___

Reply to this item at:

  http://gna.org/bugs/?22040

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev