[Freeciv-Dev] [bug #22200] Clarify what NoVeteran does in ruleset doc comments

2014-06-17 Thread Jacob Nevins
Update of bug #22200 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22203] Custom single-level veteran systems for effectively veteran-less units in supplied rulesets

2014-06-17 Thread Jacob Nevins
Update of bug #22203 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22164] Remove Veteran_Build effect from Nuclear unit in standard rulesets

2014-06-17 Thread Jacob Nevins
Update of bug #22164 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22199] Don't suppress display of veteran level for NoVeteran units

2014-06-17 Thread Jacob Nevins
Update of bug #22199 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22198] Editor prevents setting veteran levels for NoVeteran units

2014-06-17 Thread Jacob Nevins
Update of bug #22198 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength

2014-06-17 Thread Jacob Nevins
Update of bug #22202 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22201] Don't suppress veteran effects help for NoVeteran units

2014-06-17 Thread Jacob Nevins
Update of bug #22201 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22171] [metaticket] NoVeteran flag misinterpreted in various places

2014-06-17 Thread Jacob Nevins
Update of bug #22171 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4768] Pathfinding: node behavior optimization

2014-06-17 Thread pepeto
Update of patch #4768 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-06-17 Thread David Fernandez
Follow-up Comment #1, patch #4816 (project freeciv): My plan was to enable zones of control in deep oceans because I like naval units to be able to protect adjacent units without moving to the same tile, and because it could encourage the use of naval formations. But I do not like to enable ZOCs

[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-06-17 Thread David Fernandez
URL: http://gna.org/patch/?4816 Summary: civ2civ3: ZoCs not affected by non military units. Project: Freeciv Submitted by: bardo Submitted on: mar 17 jun 2014 12:26:24 UTC Category: None Priority: 5 -

[Freeciv-Dev] [patch #4806] civ2civ3: terrain transformations

2014-06-17 Thread David Fernandez
Follow-up Comment #3, patch #4806 (project freeciv): Updated patch that use mines instead of buoys as requisite to get extra shield in deep ocean when there is an offshore platform in the city. I was going to create a different patch, but it would conflit with this one, and they are related

[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-06-17 Thread David Fernandez
Follow-up Comment #14, patch #4608 (project freeciv): Updated patch for TRUNK: - Added Trench and Airfield bases, as pre-requisite for Fortress and Airbase, in order to prevent the construction of full bases in one single turn. - Airbases and Fortresses can be built on river tiles again. It may

[Freeciv-Dev] [patch #4817] [Metaticket] civ2civ3

2014-06-17 Thread David Fernandez
URL: http://gna.org/patch/?4817 Summary: [Metaticket] civ2civ3 Project: Freeciv Submitted by: bardo Submitted on: mar 17 jun 2014 16:20:46 UTC Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [bug #22209] Start Scenario Game lists all savegames, not only scenarios

2014-06-17 Thread Marko Lindqvist
Update of bug #22209 (project freeciv): Planned Release: 2.4.3, 2.5.0, 2.6.0 = 2.5.0, 2.6.0 ___ Follow-up Comment #2: Dropping S2_4 from the targets as there might be savegames that are not technically scenarios in

[Freeciv-Dev] [bug #22192] civ2civ3: Marco Polo's Embassy overpowered with many players

2014-06-17 Thread Marko Lindqvist
Update of bug #22192 (project freeciv): Category:None = rulesets Status:None = Ready For Test Assigned to:None = cazfi Planned Release:

[Freeciv-Dev] [bug #22191] civ2civ3: granary reduces the waste of food by distance

2014-06-17 Thread Marko Lindqvist
Update of bug #22191 (project freeciv): Category:None = rulesets Status:None = Ready For Test Assigned to:None = cazfi Planned Release:

[Freeciv-Dev] [bug #22188] civ2civ3: remove DiplomatDefense flag from Airbase

2014-06-17 Thread Marko Lindqvist
Update of bug #22188 (project freeciv): Status:None = Ready For Test Assigned to: bdanee = cazfi ___ Reply to this item at:

[Freeciv-Dev] [patch #4797] dai_find_source_building() to consider all unit related requirement types

2014-06-17 Thread Emmet Hikory
Follow-up Comment #2, patch #4797 (project freeciv): I worry about this change: as much as I'd like to see move_type dropped from the dai_find_source_building() check, the various times I tried to do it, I lost confidence in the updated validity of the (build_walls) guarded section of code. Part

[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Jacob Nevins
URL: http://gna.org/patch/?4818 Summary: classic/experimental/multiplayer: set HasNoZOC on Explorers, etc Project: Freeciv Submitted by: jtn Submitted on: Tue 17 Jun 2014 21:16:57 BST Category: rulesets

[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-06-17 Thread Jacob Nevins
Follow-up Comment #2, patch #4816 (project freeciv): - Zones of Control are no longer established by non-military units (Small Land and Merchant classes), so they do not affect the movements of enemy units. (Raised patch #4818 to do the same to other rulesets.)

[Freeciv-Dev] [bug #22208] dai_find_source_building() ignores move_type parameter

2014-06-17 Thread Emmet Hikory
Follow-up Comment #2, bug #22208 (project freeciv): I concur that this isn't used, and that the example fix would be correct. Given the oddities I encountered trying not to pass move type, I'm unsure if the AI behaviour wouldn't change in unanticipated ways if this bug was fixed, and agree that

[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Emmet Hikory
Follow-up Comment #1, patch #4818 (project freeciv): I find ZoC imposition from Settlers/Workers to be useful, in part because Workers are cheap, yet remain useful over a long time (as opposed to early inexpensive military units, which become an upkeep burden or require costly upgrading). I

[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Jacob Nevins
Follow-up Comment #2, patch #4818 (project freeciv): I find ZoC imposition from Settlers/Workers to be useful [...] Well, yes, clearly it's useful if you're using it to get in someone else's way :) The case that annoyed me most recently was a friendly (ceasefire) AI nation's Settlers wandering

[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #3, patch #4818 (project freeciv): Though fixing my problem is mater of fixing my ruleset, not supplied ones, I've got regularly to a situation where I've conquered AI city in the early game and then his/her nearby Worker has lost all purpose to move anywhere from the

[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on Explorers, etc

2014-06-17 Thread Emmet Hikory
Follow-up Comment #4, patch #4818 (project freeciv): Right. I remove my opposition. I've also been stuck with peaceful AI units sitting on useful territory, forcing me to either ally or declare war, which is exceedingly annoying (and unlike a human player, one can't discuss the idea of moving

[Freeciv-Dev] [patch #4819] Allow imposition of a pythoagorean movement cost penalty for diagonal moves in rect

2014-06-17 Thread Emmet Hikory
URL: http://gna.org/patch/?4819 Summary: Allow imposition of a pythoagorean movement cost penalty for diagonal moves in rect Project: Freeciv Submitted by: persia Submitted on: Wed 18 Jun 2014 06:08:12 AM JST Category:

[Freeciv-Dev] [bug #21420] Worklist postponement messages don't consistently support negated requirements

2014-06-17 Thread Emmet Hikory
Follow-up Comment #5, bug #21420 (project freeciv): Sorry to have forgotten this for a while. Updated, and issues addressed. (file #21072) ___ Additional Item Attachment: File name: worklist-explanation-improvements+less-spaces.patch

[Freeciv-Dev] [patch #4681] Consolidate AI Ferry tests

2014-06-17 Thread Emmet Hikory
Update of patch #4681 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4797] dai_find_source_building() to consider all unit related requirement types

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #3, patch #4797 (project freeciv): (although perhaps the improvements from better checking of unit_type related criteria are better than the penalties from the lack of move_type restriction) That's what I figured, not necessarily at the moment, but this enables future

[Freeciv-Dev] [patch #4739] Make civ2civ3 ruleset the default

2014-06-17 Thread Jacob Nevins
Follow-up Comment #4, patch #4739 (project freeciv): On civ2civ3: I agree that having a single 'editor' for the ruleset who's thinking as deeply about balance and AI issues as you are is very valuable. Personally (not speaking for anyone else) I'd like you to retain some sort of editorial control

[Freeciv-Dev] [patch #4797] dai_find_source_building() to consider all unit related requirement types

2014-06-17 Thread Emmet Hikory
Follow-up Comment #4, patch #4797 (project freeciv): Indeed. Given bug #22208, I don't understand the odd behaviours seen with changing this use of move_type. May as well apply this, but watch for unexpected behaviour. ___ Reply to this

[Freeciv-Dev] [patch #4459] Requirement range Traderoutes

2014-06-17 Thread Emmet Hikory
Update of patch #4459 (project freeciv): Status:None = Need Info Assigned to:None = persia ___ Reply to this item at:

[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Emmet Hikory
Update of patch #4679 (project freeciv): Status: Need Info = Ready For Test Summary: Remove nreqs support entirely = Convert nreqs to reqs on ruleset load, and only use reqs internally.

[Freeciv-Dev] [patch #4739] Make civ2civ3 ruleset the default

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #5, patch #4739 (project freeciv): While working on a new version of civ2civ3, I liked to keep the previous versions updated as much as possible in order to receive some feedback about the latest changes. While setting this system up, one thing to consider is savegame

[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #4, patch #4679 (project freeciv): I assume that freeciv-ruledit now does not save anything as nreqs, but ruleset get converted to present=FALSE model simply by loading it to freeciv-ruledit and saving. ___ Reply to this

[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Emmet Hikory
Follow-up Comment #5, patch #4679 (project freeciv): I haven't tested that, but loading should convert, and I removed the save function for nreqs, so it should always save to reqs. At the current state of development, my interaction with freeciv-ruledit is mostly limited to making sure it

[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #6, patch #4679 (project freeciv): The only test-case I ever use for freeciv-ruledit part when changing ruleset format is 1) Load ruleset to it 2) Save 3) Try to load that ruleset saved by freeciv-ruledit to server (4) In some simple cases also manually inspect saved rulesets

[Freeciv-Dev] [patch #4795] Rename automake cariables xxx_CAPITAL to xxx_capital

2014-06-17 Thread Marko Lindqvist
Follow-up Comment #2, patch #4795 (project freeciv): I'm a bit worried about the amount of variable renames in build system where some code-paths are really rarely taken and could remain untested for a long time, and language being one where typoed variable names do not cause clear error messages

[Freeciv-Dev] [patch #4795] Rename automake cariables xxx_CAPITAL to xxx_capital

2014-06-17 Thread Marko Lindqvist
Update of patch #4795 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Emmet Hikory
Follow-up Comment #7, patch #4679 (project freeciv): Tested with something similar to a reversion of patch #4411 (some interaction with bug #22080 means I may not have gotten this perfectly correct), and from manual inspection of the ruledit-generated effects.ruleset, it appears that this does

[Freeciv-Dev] [patch #4813] Ai effects evaluation module

2014-06-17 Thread Emmet Hikory
Follow-up Comment #1, patch #4813 (project freeciv): Is the new code in adjust_improvement_wants_by_effects() involving the players_iterate() section intended to be part of this patch? The rest looks like a nice separation of concerns, without meaningful code differences, but this bit stands out

[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-17 Thread Emmet Hikory
Follow-up Comment #8, patch #4679 (project freeciv): Found a few more instances when trying to work on the logical next patch: expanded patch attached. (file #21074) ___ Additional Item Attachment: File name:

[Freeciv-Dev] [patch #4813] Ai effects evaluation module

2014-06-17 Thread Emmet Hikory
Follow-up Comment #2, patch #4813 (project freeciv): Err, please ignore the prior comment: I understand now. Apologies for the noise. ___ Reply to this item at: http://gna.org/patch/?4813