[Freeciv-Dev] [patch #4842] Scenario earth-160x90: Updated starting positions

2014-07-02 Thread Marko Lindqvist
Follow-up Comment #1, patch #4842 (project freeciv): > Reduced to the minimum the settings forced by the scenario, so > the player can decide as much as possible. Changeable settings are changeable even if the scenario gives them default different from freeciv's internal default. So this is not g

[Freeciv-Dev] [patch #4885] Revised logic for AI improvement consideration and improvement redundancy

2014-07-02 Thread Emmet Hikory
Update of patch #4885 (project freeciv): Status:Works For Me => In Progress ___ Follow-up Comment #1: Seems that this needs better logic for EFT_DEFEND_BONUS, as otherwise Barracks III becomes redu

[Freeciv-Dev] [patch #4898] Enable ferry stat checking on debug builds

2014-07-02 Thread Marko Lindqvist
URL: Summary: Enable ferry stat checking on debug builds Project: Freeciv Submitted by: cazfi Submitted on: Thu 03 Jul 2014 04:31:56 AM EEST Category: ai Priority: 5 - Normal

[Freeciv-Dev] [patch #4886] Network protocol: Send each effect rule in a single packet.

2014-07-02 Thread Sveinung Kvilhaugsvik
Update of patch #4886 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4893] Make requirement types that check unit state possible

2014-07-02 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #4893 (project freeciv): _This looks like it is only an API change._ Correct. _Would it make sense to add a preface in is_req_active that sets target_unittype in the event that target_unit != NULL && target_unittype == NULL?_ Great idea. Added. (file #21257) _

[Freeciv-Dev] [patch #2984] Make AI plan research to preserve its wonders and obsolete others'

2014-07-02 Thread Emmet Hikory
Follow-up Comment #5, patch #2984 (project freeciv): Needs rebasing for trunk: ai->dai changes, tech_want move, TECH_LOG redefinition, and obsolete_by moving to a requirement vector. Needs much less rebasing for S2_5 (just ai->dai: rename ai_modify_for_wonders() to dai_modify_for_wonders(), and r

[Freeciv-Dev] [patch #4879] Mark redundant buildings in sdl-client

2014-07-02 Thread Marko Lindqvist
Update of patch #4879 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #4889] Pathfinding refactoring

2014-07-02 Thread Emmet Hikory
Follow-up Comment #1, patch #4889 (project freeciv): In pf_get_action(), could parentheses be added to the assignment of non_allied_city_tile? I found it surprising to read (also, when assigning as the first call in a function, I prefer assigning in declaration, but not doing that isn't unclear).

[Freeciv-Dev] [patch #4870] Clearer error message when no client can be built

2014-07-02 Thread Marko Lindqvist
Update of patch #4870 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [bug #22262] Autosettlers ignore "NoBonus" road move mode

2014-07-02 Thread Marko Lindqvist
URL: Summary: Autosettlers ignore "NoBonus" road move mode Project: Freeciv Submitted by: cazfi Submitted on: Thu 03 Jul 2014 02:49:28 AM EEST Category: ai Severity: 3 - Normal

[Freeciv-Dev] [patch #2984] Make AI plan research to preserve its wonders and obsolete others'

2014-07-02 Thread Jacob Nevins
Follow-up Comment #4, patch #2984 (project freeciv): We seem to have sat on this patch for >2 years. Still want it for 2.5.0? ___ Reply to this item at: ___ Mess

[Freeciv-Dev] [patch #4877] Obsolete "NoBonus" road move mode

2014-07-02 Thread Marko Lindqvist
Follow-up Comment #1, patch #4877 (project freeciv): - Handle autosettlers This part was lacking from the original patch since there was no autosettlers code to convert - the functionality has never existed. I'll open separate ticket to fix that in S2_5. (file #21255) ___

[Freeciv-Dev] [patch #3539] Scorelog: new tags and details

2014-07-02 Thread Jacob Nevins
Update of patch #3539 (project freeciv): Planned Release: 2.5.0 => 2.5.0-beta1 ___ Follow-up Comment #8: If we're going to apply this, we should probably do so before 2.5.0-beta1, so we don't have mul

[Freeciv-Dev] [patch #4683] Make the "Marines" and "AttFromNonNative" flags action neutral

2014-07-02 Thread Emmet Hikory
Follow-up Comment #2, patch #4683 (project freeciv): Why not do this? It seems a logical accompaniment to patch #4894 to allow ruleset authors to express that a specific action can be performed by a transport-dependent unit only if they have one of the Marines or AttFromNonNative flags set .

[Freeciv-Dev] [patch #4894] UnitState requirement type with the test TransportDependent

2014-07-02 Thread Emmet Hikory
Follow-up Comment #2, patch #4894 (project freeciv): To confirm, the intent is to use the same nativity logic as is used for attacks, so: If the tile's terrain is native, the tile is native If the tile contains nativity-granting extras, the tile is native. If the tile contains a city then: () If

[Freeciv-Dev] [patch #4847] Veterancy level "Superb" to alien ruleset

2014-07-02 Thread Marko Lindqvist
Update of patch #4847 (project freeciv): Summary: Veterancy level "Super" to alien ruleset => Veterancy level "Superb" to alien ruleset ___ Follow-up Comment #2: - Actually call the new level "Superb" (file #21254) __

[Freeciv-Dev] [patch #4897] Autosettlers not to assume GlobalWarming and NuclearWinter flags

2014-07-02 Thread Marko Lindqvist
URL: Summary: Autosettlers not to assume GlobalWarming and NuclearWinter flags Project: Freeciv Submitted by: cazfi Submitted on: Thu 03 Jul 2014 02:22:43 AM EEST Category: ai P

[Freeciv-Dev] [patch #4893] Make requirement types that check unit state possible

2014-07-02 Thread Emmet Hikory
Follow-up Comment #1, patch #4893 (project freeciv): This looks like it is only an API change. Would it make sense to add a preface in is_req_active that sets target_unittype in the event that target_unit != NULL && target_unittype == NULL? If not, perhaps at least a sanity assertion that unit_t

[Freeciv-Dev] [patch #4896] Document AI callback API changes in 2.6

2014-07-02 Thread Marko Lindqvist
URL: Summary: Document AI callback API changes in 2.6 Project: Freeciv Submitted by: cazfi Submitted on: Thu 03 Jul 2014 02:07:53 AM EEST Category: docs Priority: 5 - Normal

[Freeciv-Dev] [bug #22258] "Map topology and tileset incompatible" is not an error

2014-07-02 Thread Emmet Hikory
Follow-up Comment #3, bug #22258 (project freeciv): My apologies: I didn't understand enough, and hadn't tested. Thank you for the clarification. ___ Reply to this item at: _

[Freeciv-Dev] [bug #22260] tech_want never zeroed (not even initialized)

2014-07-02 Thread Emmet Hikory
Follow-up Comment #5, bug #22260 (project freeciv): Per-turn depreciation sounds sensible to me. if the AI continues to want something at a moderate level for a long time, it still ends up being wanted a lot, but if something was wanted a lot for a short time early in the game, and not wanted any

[Freeciv-Dev] [patch #4895] Remove threaded ai wrapper function twai_restart_phase()

2014-07-02 Thread Marko Lindqvist
URL: Summary: Remove threaded ai wrapper function twai_restart_phase() Project: Freeciv Submitted by: cazfi Submitted on: Thu 03 Jul 2014 01:56:49 AM EEST Category: ai Priority:

[Freeciv-Dev] [bug #22260] tech_want never zeroed (not even initialized)

2014-07-02 Thread Marko Lindqvist
Update of bug #22260 (project freeciv): Status:None => In Progress Planned Release: => 2.5.0, 2.6.0 ___ Follow-up Comment #4: Having it *never* t

[Freeciv-Dev] [bug #22252] Giving techonologies in editor does not work

2014-07-02 Thread Emmet Hikory
Follow-up Comment #7, bug #22252 (project freeciv): > Editor is supposed to be part of the scenario creation, not limited by the other rules of the scenario (for example editor might just be the way self root-req'd tech is in the game at all) In that case, my testing indicates this patch so

[Freeciv-Dev] [bug #22260] tech_want never zeroed (not even initialized)

2014-07-02 Thread Emmet Hikory
Follow-up Comment #3, bug #22260 (project freeciv): I believe I'm opposed to this patch: I don't think clearing the tech_want array every turn will result in better behaviour for the AI (because it will always pursue the most immediately interesting tech, rather than having the balancing effect me

[Freeciv-Dev] [bug #22260] tech_want never zeroed (not even initialized)

2014-07-02 Thread Emmet Hikory
Update of bug #22260 (project freeciv): Status: Ready For Test => None Planned Release:2.5.0, 2.6.0 => ___ Follow-up Comment #2: Initialisation is d

[Freeciv-Dev] [bug #22252] Giving techonologies in editor does not work

2014-07-02 Thread pepeto
Follow-up Comment #6, bug #22252 (project freeciv): > adding techs seems to be no longer restricted by dependencies. I think it has never been the case in editor. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #22252] Giving techonologies in editor does not work

2014-07-02 Thread Marko Lindqvist
Follow-up Comment #5, bug #22252 (project freeciv): > Do we care about tech holes or root_reqs for editor-added > advances? No! Editor is supposed to be part of the scenario creation, not limited by the other rules of the scenario (for example editor might just be the way self root-req'd tech is

[Freeciv-Dev] [bug #22252] Giving techonologies in editor does not work

2014-07-02 Thread Emmet Hikory
Follow-up Comment #4, bug #22252 (project freeciv): Fix works for me (applied over r25367): not only do I not have the feedback issue (editor UI showing red, needing to reconnect to refresh), but adding techs seems to be no longer restricted by dependencies. Do we care about tech holes or root_re

[Freeciv-Dev] [bug #22260] tech_want never zeroed (not even initialized)

2014-07-02 Thread Marko Lindqvist
Update of bug #22260 (project freeciv): Status:None => Ready For Test Planned Release: => 2.5.0, 2.6.0 ___ Follow-up Comment #1: Patches to enter te

[Freeciv-Dev] [patch #4683] Make the "Marines" and "AttFromNonNative" flags action neutral

2014-07-02 Thread Sveinung Kvilhaugsvik
Update of patch #4683 (project freeciv): Status: In Progress => Wont Do Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4894] UnitState requirement type with the test TransportDependent

2014-07-02 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #4894 (project freeciv): Add a patch that applies on top of this meant for testing. It will enable sabotage or targeted sabotage in Experimental depending on if the Spy/Diplomat is on a ship or not. (file #21248)

[Freeciv-Dev] [patch #4894] UnitState requirement type with the test TransportDependent

2014-07-02 Thread Sveinung Kvilhaugsvik
Update of patch #4894 (project freeciv): Depends on: => patch #4893 ___ Reply to this item at: ___ Message sen

[Freeciv-Dev] [patch #4894] UnitState requirement type with the test TransportDependent

2014-07-02 Thread Sveinung Kvilhaugsvik
URL: Summary: UnitState requirement type with the test TransportDependent Project: Freeciv Submitted by: sveinung Submitted on: Wed 02 Jul 2014 08:51:11 PM UTC Category: None Pr

[Freeciv-Dev] [bug #22258] "Map topology and tileset incompatible" is not an error

2014-07-02 Thread pepeto
Follow-up Comment #2, bug #22258 (project freeciv): > While I agree it is not an error, I do like getting the popup: > it reminds me to change tilesets. Note that my patch still preserves it. ___ Reply to this item at:

[Freeciv-Dev] [patch #4893] Make requirement types that check unit state possible

2014-07-02 Thread Sveinung Kvilhaugsvik
URL: Summary: Make requirement types that check unit state possible Project: Freeciv Submitted by: sveinung Submitted on: Wed 02 Jul 2014 08:47:39 PM UTC Category: general Prior

[Freeciv-Dev] [bug #22258] "Map topology and tileset incompatible" is not an error

2014-07-02 Thread Emmet Hikory
Follow-up Comment #1, bug #22258 (project freeciv): While I agree it is not an error, I do like getting the popup: it reminds me to change tilesets. Previously, I would often find myself doing things in the wrong topology, which may have unexpected results (gameplay is frequently surprising, and

[Freeciv-Dev] [patch #4726] [metaticket] Player research clean up

2014-07-02 Thread pepeto
Update of patch #4726 (project freeciv): Depends on: => patch #4892 ___ Reply to this item at: ___ Message pos

[Freeciv-Dev] [patch #4726] [metaticket] Player research clean up

2014-07-02 Thread pepeto
Update of patch #4726 (project freeciv): Depends on: => patch #4891 ___ Reply to this item at: ___ Message pos

[Freeciv-Dev] [patch #4892] Move last harmless functions from tech.[ch] to research.[ch]

2014-07-02 Thread pepeto
URL: Summary: Move last harmless functions from tech.[ch] to research.[ch] Project: Freeciv Submitted by: pepeto Submitted on: mer. 02 juil. 2014 22:21:06 CEST Category: general

[Freeciv-Dev] [patch #4891] techs_precalc_data() cleanup

2014-07-02 Thread pepeto
URL: Summary: techs_precalc_data() cleanup Project: Freeciv Submitted by: pepeto Submitted on: mer. 02 juil. 2014 22:16:31 CEST Category: general Priority: 5 - Normal

[Freeciv-Dev] [patch #4891] techs_precalc_data() cleanup

2014-07-02 Thread pepeto
Update of patch #4891 (project freeciv): Depends on: => patch #4890 ___ Reply to this item at: ___ Message pos

[Freeciv-Dev] [patch #4890] Utility for iterating all requirements of an advance

2014-07-02 Thread pepeto
URL: Summary: Utility for iterating all requirements of an advance Project: Freeciv Submitted by: pepeto Submitted on: mer. 02 juil. 2014 22:12:04 CEST Category: general Priorit

[Freeciv-Dev] [patch #4888] Move research advance name accessors

2014-07-02 Thread pepeto
Follow-up Comment #1, patch #4888 (project freeciv): Patch update against current trunk. (file #21242) ___ Additional Item Attachment: File name: 0001-research_advance_rule_name.patch.gz Size:15 KB __

[Freeciv-Dev] [bug #22260] tech_want never zeroed (not even initialized)

2014-07-02 Thread Marko Lindqvist
URL: Summary: tech_want never zeroed (not even initialized) Project: Freeciv Submitted by: cazfi Submitted on: Wed 02 Jul 2014 09:45:17 PM EEST Category: ai Severity: 3 - Normal

[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-07-02 Thread Sveinung Kvilhaugsvik
Update of bug #22204 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #13: _I remain curious

[Freeciv-Dev] [patch #4857] Move tech_want data to default AI

2014-07-02 Thread Marko Lindqvist
Update of patch #4857 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #4736] Culture victory

2014-07-02 Thread Marko Lindqvist
Update of patch #4736 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #4889] Pathfinding refactoring

2014-07-02 Thread pepeto
URL: Summary: Pathfinding refactoring Project: Freeciv Submitted by: pepeto Submitted on: mer. 02 juil. 2014 15:24:47 CEST Category: ai Priority: 5 - Normal St

[Freeciv-Dev] [patch #4726] [metaticket] Player research clean up

2014-07-02 Thread pepeto
Update of patch #4726 (project freeciv): Depends on: => patch #4888 ___ Reply to this item at: ___ Message pos

[Freeciv-Dev] [patch #4888] Move research advance name accessors

2014-07-02 Thread pepeto
URL: Summary: Move research advance name accessors Project: Freeciv Submitted by: pepeto Submitted on: mer. 02 juil. 2014 15:11:36 CEST Category: general Priority: 5 - Normal

[Freeciv-Dev] [bug #22258] "Map topology and tileset incompatible" is not an error

2014-07-02 Thread pepeto
URL: Summary: "Map topology and tileset incompatible" is not an error Project: Freeciv Submitted by: pepeto Submitted on: mer. 02 juil. 2014 15:02:59 CEST Category: client Sever

[Freeciv-Dev] [bug #22252] Giving techonologies in editor does not work

2014-07-02 Thread pepeto
Update of bug #22252 (project freeciv): Category:None => editor Status:None => Ready For Test Assigned to:None => pepeto Planned Release: