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