URL:
http://gna.org/bugs/?22781
Summary: Windows start script issues
Project: Freeciv
Submitted by: dunnoob
Submitted on: Sat 11 Oct 2014 08:41:11 UTC
Category: None
Severity: 2 - Minor
Follow-up Comment #1, patch #5034 (project freeciv):
Unless rank a user that has played the most with a player means consecutive
play, we'd have to store an unbounded list of usernames and turns played in
the savefile. I assume pepeto intended consecutive control of a player.
To implement
Follow-up Comment #2, patch #5034 (project freeciv):
(I should say, I don't play multiplayer, so I defer to others on subjective
criteria for ranking.)
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URL:
http://gna.org/bugs/?22782
Summary: multiplayer ruleset: Philosophy gives number of
techs equal to team size
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 11 Oct 2014 15:42:19 BST
Category: rulesets
URL:
http://gna.org/bugs/?22783
Summary: multiplayer ruleset: Free tech from Philosophy is
not announced
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 11 Oct 2014 15:45:24 BST
Category: rulesets
Follow-up Comment #1, bug #22783 (project freeciv):
See file #22602 for an example.
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Follow-up Comment #1, bug #22782 (project freeciv):
Attached savefile (for S2_5) demonstrates this. Hit Turn Done a couple of
times. (It's not entirely obvious due to bug #22783, so check the science
report before and after.)
(file #22602)
Update of bug #22158 (project freeciv):
Planned Release: 2.6.0 =
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Follow-up Comment #59, bug #21038 (project freeciv):
Here's an installer package with the --with-included-immodules option added:
http://download.gna.org/freeciv/packages/windows/testing/Freeciv-2.4.3-win32-gtk2(2.24.20-with-included-immodules)-setup.exe
Update of bug #22651 (project freeciv):
Status:None = Duplicate
Open/Closed:Open = Closed
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Follow-up Comment #6:
Closing as duplicate
Follow-up Comment #1, bug #22784 (project freeciv):
Ok, the problem was that g++ was not installed, but a symlink
/usr/local/bin/g++ - /usr/bin/ccache existed.
The configure script even detected that the C++ compiler did not work, but it
didnt abort.
URL:
http://gna.org/bugs/?22786
Summary: Manual Turn Done in AI mode not useful?
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 12 Oct 2014 00:18:01 BST
Category: None
Severity: 3 - Normal
Follow-up Comment #1, bug #22785 (project freeciv):
I'm not sure it ever worked in gtk2-client (that is: the code was probably
copied almost verbatim from gtk1.2-client). Or is it broken in client common
code? I've not seen it in xaw-client either on those rare cases where I've
launched that
Follow-up Comment #2, bug #22785 (project freeciv):
the code was probably copied almost verbatim from gtk1.2-client
Ah, that could explain why it looks so hacky.
Or is it broken in client common code?
No, I think that's working (I added some debug logging).
I've not seen it in xaw-client
Follow-up Comment #1, bug #22786 (project freeciv):
Note 1: I didn't think about this when changed code so that now also AI
players need to acknowledge their turn done (so threaded AI is not supposed to
have finished as soon as main thread has passed control to it and returned
itself). So in
Follow-up Comment #14, bug #22716 (project freeciv):
Actually, the /aitoggle does the trick, but not /away.
...and (the bit I was missing) if you take a player from the client UI, the
client will issue an '/away' (not '/aitoggle') to get it under human control,
if it finds it to still be AI.
URL:
http://gna.org/patch/?5355
Summary: multiplayer ruleset: Notify the player about techs
gained by script.lua
Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 12 Oct 2014 12:07:03 AM UTC
Category: rulesets
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