[Freeciv-Dev] [bug #22079] AI settler doesn't consider base defense bonus when picking city spot

2014-07-08 Thread pepeto
Follow-up Comment #4, bug #22079 (project freeciv):

 do you mean that when passing vtile to
 player_can_build_extra(), is_req_active() is considering
 tile_city(vtile), which does not return vcity?

Yes. tile_city(vtile) will return what tile_city(ptile) would return. And no
chance to return vcity.


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[Freeciv-Dev] [bug #22281] Help should show Courthouse has no effect in presence of Palace

2014-07-08 Thread Jacob Nevins
Update of bug #22281 (project freeciv):

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


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[Freeciv-Dev] [bug #22079] AI settler doesn't consider base defense bonus when picking city spot

2014-07-08 Thread Emmet Hikory
Update of bug #22079 (project freeciv):

  Status:Works For Me = None   
 Assigned to:  persia = None   

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Follow-up Comment #5:

In that case, my patches don't work, and I'm unsure how to make them work
without deep requirements inspection, which I'd really not prefer.  Also,
looking at upgrade_city_extras(), it probably makes sense to try to find a way
to check for conflicting extras (keeping in mind that if two extras conflict,
and both would be created, the first in the iteration sequence would have
blocked the creation of the second), which the candidate patches didn't handle
correctly (tiles that could have multiple conflicting defensive extras would
gain more bonus than they ought to have done).

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

2014-07-08 Thread Marko Lindqvist
Update of bug #22260 (project freeciv):

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


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[Freeciv-Dev] Freeciv AI ruleset

2014-07-08 Thread Simon Bradley
A few tips on the AI ruleset;

In essence, the ruleset means that a human player is going to go one of two 
ways, either they lose early because they cannot develop fast enough to ward 
off hostile AI nations and warred to death or they win because they research 
and develop the opposition to death, the game becomes boring because either 
humans lose early or win in the long term, knowing they are going to win well 
before the actual end.  The AI scores rarely get above 400, so as soon as the 
human reaches a score of 400 they know they are winning, but that is just ⅓ 
into the game itself.


Set out below are some of the reasons why this happens;


Differentiation between different combat units


There seems to be no differentiation between different combat units.  EG a sea 
unit will attack a ground enemy when there is nothing to be gained by it, 
purely because it can and will win and usually because the ground unit is weak. 
 However, in doing so, it will merely weaken itself to counter attack from a 
stronger enemy sea or air unit.  It is very rare for a sea unit to prosper in 
attacking an enemy ground unit outside of a city.


Ruleset change; Sea units attack sea units or cities only.

Ruleset change : A ground or air unit only attacks another unit for an 
objective (defence/attack), at the moment the objective seems irrelevant to the 
decision unless its critical.


Warfare


It seems that there is too much bias in the ruleset to begin warfare.  Warfare 
is expensive, especially when units are constantly being lost in such warfare, 
it should really and only be a resort once (1) the nation is large enough to 
accommodate it and (2) the nation has the capability of replacing the units 
lost in warfare to the same or similar extent without affecting other 
advancements.  The current system is so warfare orientated that an AI nation 
will almost be happy to commit suicide trying to beat an AI opponent and 
leaving itself completely unready for an attack from elsewhere.


Furthermore, it seems that warfare in one part of the nation is far more 
important than development in another part of the nation.  What happens is that 
two nations with the same border are constantly at war with each other, 
constantly losing units in that war and seemingly never ending the war despite 
the fact that both will be dramatically weakened by war and will lack the 
ability to actually defend against another enemy afterwards and they are so 
concentrating on war that they lose the ability to develop in other areas.  
This has improved with the diplomacy but is still an issue as diplomacy doesn't 
seem to be used by AI very much.


Ruleset change : War should be a last resort not a first decision.  Perhaps 
increase the parameters to make was less appealing.  Also peace should be the 
first objective.


Also, it seems that warfare, once instigated just goes on and on and on, there 
seems to be no period of consolidation, so an AI army will be like locusts, 
going around killing everything it can but leaving very little behind.  Once a 
city is conquered, the AI should consolidate.


Ruleset change : At least 5 turns before the next city is attacked.


Also there is substantial unhappiness due to many military units being outside 
the city fighting elsewhere.  This leads to a city having to cut production in 
order to deal with unhappiness.


Ruleset change : only 1 military unit that is supported by an AI city is 
allowed to leave the city itself.


Lack of research


I find that the AI research seems to shoot along to a certain level and then 
the research slows down dramatically.  The easy way to win is to stay out of 
the battles and make peace until you are way beyond the AI research level and 
then make units that are much stronger (such as stealth bombers).  Research 
should continue as a priority in AI continually but I suspect the AI ruleset 
doesn't put enough emphasis on research and lets it drag at whatever speed it 
takes.


Also, every city I build has a university in early build.


Not a single AI city I take over has a University.


That means that I can produce more research from 6 cities than an AI with 20 
cities.


Ruleset change : Put more emphasis onto research and less onto warfare.


Lack of proper development of cities


The AI really only gives a city the barest minimum requirements and usually not 
even that.  EG my cities have 25 structures, the ones I take over usually have 
1-2 and maximum 5.  No city I take over has (1) factory, (2) bank, (3) Stock 
Exchange, (4) mass transit, (5) supermarket, (6) super highways, (7) 
sanitation.  Due to this, the AI cities stay very small and don't develop.  
Once my cities are developed, the AI can never take them over or even match 
them.


Ruleset change : Development of cities needs a much higher priority put onto it 
in the ruleset, unless a critical build is required.


Lack of use of the research that has occurred already


Many times I take over a 

[Freeciv-Dev] [patch #4878] Cities cannot be built on Alien ruleset Boiling Oceans

2014-07-08 Thread Marko Lindqvist
Update of patch #4878 (project freeciv):

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


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[Freeciv-Dev] [bug #22280] Obsoleting tech of not-yet-loaded buildings checked

2014-07-08 Thread Marko Lindqvist
Update of bug #22280 (project freeciv):

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


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[Freeciv-Dev] [patch #4916] snapshot target for installer makefile

2014-07-08 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4916

 Summary: snapshot target for installer makefile
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 08 Jul 2014 11:37:18 PM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

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Details:

Add make target snapshot to Windows installer build. It's meant to be used
for creating snapshot builds from svn checkout, and it (unlike builds from
tarball) assumes maintainer tools (automake, autoconf etc) to be present.



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File Attachments:


---
Date: Tue 08 Jul 2014 11:37:18 PM EEST  Name: SnapshotInstaller.patch  Size:
833B   By: cazfi

http://gna.org/patch/download.php?file_id=21328

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[Freeciv-Dev] [patch #4811] civ2civ3: increase explorer vision

2014-07-08 Thread Marko Lindqvist
Update of patch #4811 (project freeciv):

  Status:  Ready For Test = Done   


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[Freeciv-Dev] [patch #4811] civ2civ3: increase explorer vision

2014-07-08 Thread Marko Lindqvist
Update of patch #4811 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4738] Ruleset defined culture victory criteria

2014-07-08 Thread Marko Lindqvist
Follow-up Comment #1, patch #4738 (project freeciv):

- Updated against svn

(file #21329)
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Additional Item Attachment:

File name: RulesetCultureVic-2.patch  Size:8 KB


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[Freeciv-Dev] [bug #22124] double free or corruption on sdl2-client shutdown

2014-07-08 Thread Marko Lindqvist
Update of bug #22124 (project freeciv):

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


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[Freeciv-Dev] [patch #4917] Accept keypress in addition to left mouse to some of the main functions of sdl2-client

2014-07-08 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4917

 Summary: Accept keypress in addition to left mouse to some of
the main functions of sdl2-client
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 09 Jul 2014 01:29:02 AM EEST
Category: client-sdl2
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

It's quite surprising that the current code works on sdl-client, but as that
seems to be the case, I'm not changing it along the sdl2-client.
Problem with almost all the keys being unfunctional is that the action code
checks the original SDL event that lead to widget action callback firing (or
even to change its state to 'pressed'). They consistently check that button
in question is SDL_BUTTON_LEFT. The button in question makes no sense at
all when the firing event is keypress. While in sdl-client button number seems
to be consistently SDL_BUTTON_LEFT for keypress events, that's not the case in
sdl2-client. So, in *many* places code:

if (Main.event.button.button == SDL_BUTTON_LEFT)

needs to be replaced with:

if (Main.event.type == SDL_KEYDOWN
|| (Main.event.type == SDL_MOUSEBUTTONDOWN
 Main.event.button.button == SDL_BUTTON_LEFT))

Attached pacth is just the beginning (until full review of the sdl2-client
code), but it does handle the most important ones (unit actions, turn done) so
that one can play a bit with sdl2-client.



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---
Date: Wed 09 Jul 2014 01:29:02 AM EEST  Name: MainKeysFix.patch  Size: 8kB  
By: cazfi

http://gna.org/patch/download.php?file_id=21330

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[Freeciv-Dev] [bug #21009] There's no way to cancel production change

2014-07-08 Thread Marko Lindqvist
Update of bug #21009 (project freeciv):

 Planned Release: = 2.5.0, 2.6.0   


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[Freeciv-Dev] [bug #22296] civ1 rivers lost their trade bonus?

2014-07-08 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22296

 Summary: civ1 rivers lost their trade bonus?
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed 09 Jul 2014 03:10:47 BST
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

Currently, rivers in the civ1 ruleset have no trade bonus.

The manual http://www.civfanatics.com/civ1/manual/civ1_man.htm makes a big
thing of the trade benefits of rivers, so presumably they should have some.
Haven't checked the exact parameters though.




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[Freeciv-Dev] [bug #22296] civ1 rivers lost their trade bonus?

2014-07-08 Thread Emmet Hikory
Follow-up Comment #1, bug #22296 (project freeciv):

That manual seems to imply rivers are a separate terrain type, rather than
being a special resource.  Note the commentary about food production and
comparison to grassland.  Also see
http://www.civfanatics.com/civ1/refcharts/civ1terchart.htm  (terrain manual
with River given first class treatment) and
http://forums.civfanatics.com/showpost.php?p=3026877postcount=6 (screenshot
from map editor, again with River being treated as a terrain).

Given that rivers appear contiguous from
http://www.civfanatics.com/images/civ1/earthmap.gif (and I can't find any
other civ1 maps), having rivers as terrain rather than as paths would require
some generator modifications (or luascript to repace all the tiles with rivers
with River terrain, and remove the rivers).

In other civ1 oddities, it seems that roads/rail should be buildable asea (#7
from http://www.civfanatics.com/civ1/faq/civfaq5.php), providing
trade/production bonuses, but not movement nativity.

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[Freeciv-Dev] [bug #22297] Road move_time = -1 doesn't get to client correctly

2014-07-08 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22297

 Summary: Road move_time = -1 doesn't get to client correctly
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed 09 Jul 2014 04:13:03 BST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.6.0

___

Details:

If I apply the fix for bug #22290, the client says * Movement cost along
River is 85 MP.

UINT8 move_cost in packets.def isn't going to be helping, but I don't know
if that's the whole story. I'm a bit surprised the packet marshalling
diagnostics don't seem to be triggering.




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[Freeciv-Dev] [patch #3405] Help: update for generalised roads, bases, etc

2014-07-08 Thread Jacob Nevins
Update of patch #3405 (project freeciv):

  Status:None = In Progress
 Assigned to:None = jtn
 Planned Release:   2.5.0 = 2.5.0, 2.6.0   


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