URL: http://bugs.freeciv.org/Ticket/Display.html?id=40601
In civclient 2.1.7, a random city name was generated, Perpiny[X].
The [X] stands for some weird graphic of a presumably unprintable
character. Clicking on this city crashes both civclient 2.1.7 and
2.1.8 on Windows Vista SP1. I've
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40601
On Tue, Dec 16, 2008 at 8:25 PM, Madeline Book madeline.b...@gmail.com wrote:
So my best guess is that somehow the contents of the save file
got munged into the present state (invalid utf8) outside of
freeciv. Are you sure you did
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40601
On Tue, Dec 16, 2008 at 11:32 PM, Madeline Book madeline.b...@gmail.com wrote:
By the way, do you play with the prompt for city names
local option enabled?
No.
Also, what happens when you play a nation like Brazillian
or Turk? Do
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40601
On Wed, Dec 17, 2008 at 11:13 AM, Brandon Van Every bvanev...@gmail.com wrote:
On Tue, Dec 16, 2008 at 11:32 PM, Madeline Book madeline.b...@gmail.com
wrote:
By the way, do you play with the prompt for city names
local option
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40601
Forgot the attachment.
catalan-1400.sav.gz
Description: GNU Zip compressed data
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URL: http://bugs.freeciv.org/Ticket/Display.html?id=40601
On Wed, Dec 17, 2008 at 1:33 PM, Brandon Van Every bvanev...@gmail.com wrote:
4) build the Settler. The What should we call our new city?
dialogue box appears. It contains the garbled string Perpiny[X].
Additional weirdness: if you
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40601
On Wed, Dec 17, 2008 at 4:28 PM, Jordi Negrevernis i Font
jnegrever...@jnfprogramari.com wrote:
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40601
I must say that this only happens on Windows GTK2 client... not on
gtk2
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40601
On Wed, Dec 17, 2008 at 5:42 PM, Madeline Book madeline.b...@gmail.com wrote:
What I suspect is that when the string is placed into the
entry box, gtk tries to convert it to an encoding other
than utf-8, or chops off the last
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40611
default.serv has a hack in it which sets startunits to cccwwx. This
does not match the server's hardwired default value when starting a
game of Freeciv from scratch. The hack is supposed to change the
startunits back to correct values,
URL: http://bugs.freeciv.org/Ticket/Display.html?id=16811
On Tue, Dec 30, 2008 at 4:44 AM, Kevin Benton kben...@bentonfam.org wrote:
My experience is that open source projects benefit from transparency
with users and developers. When it's easy for a wanna-be developer to
look through issue
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40637
On Wed, Jan 7, 2009 at 12:27 PM, Marko Lindqvist cazf...@gmail.com wrote:
- It doesn't detect submarines as it only sees vision layer V_MAIN
What a crappy buoy then! I mean, come on, what's a real sonar buoy for...
Cheers,
Brandon
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40637
On Wed, Jan 7, 2009 at 2:15 PM, Marko Lindqvist cazf...@gmail.com wrote:
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40637
2009/1/7 Brandon J. Van Every:
I mean, come on, what's a real sonar buoy for...
Got better name
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40663
In Freeciv 2.1.8 on Vista in single player mode, the island generator
does not work with a map size of 2. It simply switches to the fractal
generator without warning.
1) start the civclient.exe
2) select Start New Game
3) type /set
URL:
http://gna.org/bugs/?19134
Summary: enforce real oceans
Project: Freeciv
Submitted by: bvanevery
Submitted on: Wed 07 Dec 2011 06:00:56 PM GMT
Category: general
Severity: 1 - Wish
Follow-up Comment #2, bug #19134 (project freeciv):
I looked at the sources. I must confess I don't understand how ocean_depth
is used by the generator. Can you summarize?
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Follow-up Comment #5, bug #19134 (project freeciv):
Before worrying about making everyone happy, we should be clear on what
people complained about, and ask whether those complaints were / are still
valid.
1) I remember the no shallow water problem. It made the game somewhat
tactically
Follow-up Comment #8, bug #14775 (project freeciv):
This is particularly exacerbated when selecting mapsize=Tiles per player
(PLAYER). For instance when selecting aifill=20, tilesperplayer=100,
startpos=Depending on size of continents (VARIABLE),
generator=Pseudo-fractal height (FRACTAL), and
URL:
http://gna.org/bugs/?19829
Summary: no sound
Project: Freeciv
Submitted by: bvanevery
Submitted on: Tue 19 Jun 2012 02:21:00 AM GMT
Category: client-gtk-2.0
Severity: 4 - Important
Follow-up Comment #1, bug #19829 (project freeciv):
Um NOW it gives me sound, making me feel stupid for filing this. But I swear
that client options didn't fix anything, so maybe there is a bug here. Will
research further.
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URL:
http://gna.org/bugs/?20087
Summary: chariot gets free attack moving out of city
Project: Freeciv
Submitted by: bvanevery
Submitted on: Tue 21 Aug 2012 04:46:40 AM GMT
Category: general
Severity: 3 -
Follow-up Comment #6, bug #19134 (project freeciv):
The oceans are still too shallow in 2.3.2. With default map settings, a
trireme will get you anywhere on the globe. That seriously diminishes the
value of researching Navigation.
___
URL:
http://gna.org/bugs/?20171
Summary: no specials on map after retrying mapseed
Project: Freeciv
Submitted by: bvanevery
Submitted on: Sat 15 Sep 2012 10:27:48 PM GMT
Category: general
Severity: 3 -
Follow-up Comment #7, bug #19134 (project freeciv):
Still true in 2.4.2. Related is I can't get Earth-like continental masses out
of the generators. They produce archipelagos. The random ones have a rounder
island shape, the fractal one generates more crinkly shapes. But lotsa
islands,
Follow-up Comment #10, bug #22567 (project freeciv):
No change for civ2civ3 in SVN rev 26253. Victory in 57 turns. Will test the
default ruleset.
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Follow-up Comment #12, bug #22567 (project freeciv):
No city defense for default ruleset in SVN rev 26253. After eating 1.5 enemy
civs without challenge, I gave up. Only thing slowing me down was not
starting on the same continent with all of them.
Follow-up Comment #13, bug #22567 (project freeciv):
I saw that he had committed something to trunk. Where do patches get
submitted for testing?
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Follow-up Comment #18, bug #22567 (project freeciv):
If diagnosis and a fix aren't imminent, would changing the title to most
cities undefended be helpful? The behavior is not civ2civ3 specific, and
most cities are walk-ins for so long that it's not accurate to say they're
early cities. I don't
Follow-up Comment #21, bug #22567 (project freeciv):
Civ4 had Jaguar units as the Aztec special unit. It was a warrior that moved
2 spaces instead of 1. Solving the problem by making specific units might be
a better approach as far as getting an AI to understand it. Allowing all
units to move
URL:
http://gna.org/bugs/?17732
Summary: GTK client displays slanted map
Project: Freeciv
Submitted by: bvanevery
Submitted on: Mon 14 Feb 2011 01:32:25 AM GMT
Category: None
Severity: 3 - Normal
Follow-up Comment #3, bug #17732 (project freeciv):
The defaults on Windows 2.3.0-beta3 are Isometric, not Hexagonal, and
Amplio2. The diagonal square outline appears, as well as the NW to SE
orientation. The defaults on Windows 2.2.4 are a numerical Map Topology Index
of 5 and a plain Amplio
URL:
http://gna.org/bugs/?17740
Summary: migration disbands city
Project: Freeciv
Submitted by: bvanevery
Submitted on: Tue 15 Feb 2011 05:46:11 AM GMT
Category: rulesets
Severity: 3 - Normal
Follow-up Comment #1, bug #17740 (project freeciv):
And it's doubly annoying when a few turns later, those migrating citizens die
of plague in an overpopulated city. What exactly were they migrating for?
Better opportunities for finger rot?
Follow-up Comment #3, bug #17740 (project freeciv):
I do not see why mgr_foodneeded would change plague behavior. The option
would need to be more like mgr_healthneeded.
I could see a city disbanding if it has no resources of interest and no
buildings. It does not make sense if the city has
Follow-up Comment #5, bug #17740 (project freeciv):
And why shouldn't the whole city working area being considered? That is a
huge part of what's valuable about a city's location. I don't put cities on
oceanfront property just to be cute, I put them there because there are fish
and whales.
Follow-up Comment #7, bug #17740 (project freeciv):
I think if the city is building a Settler, it should diminish the desire to
migrate. After all, settlement *is* migration. It doesn't have to completely
stop migration, as a city could take too long to produce a settler, or a
player could be
Follow-up Comment #12, bug #17740 (project freeciv):
A size 36 city needs food, a supermarket, farmland, and celebration under a
democracy.
I had another instance this evening of my capital losing pop because of
plague, then next turn some idiots migrate to the capitol because they think
it's
URL:
http://gna.org/bugs/?17949
Summary: Celebration under Despotism doesn't work
Project: Freeciv
Submitted by: bvanevery
Submitted on: Sat 26 Mar 2011 05:55:04 AM GMT
Category: rulesets
Severity: 3 -
Follow-up Comment #3, bug #17949 (project freeciv):
The minimum size is not mentioned in the Help and is not part of the
definition of celebration.
Cities with three or more citizens celebrate when at least half their
citizens are happy and none remain unhappy. The effects of celebration vary
Follow-up Comment #4, bug #17949 (project freeciv):
My apologies, I'm an idiot and can't even read what I quote. Missed that
with three or more citizens clause. I would recommend that that text change
three to 3 so that the needed quantity is easier to spot. If that number
can be read from
Follow-up Comment #1, bug #16909 (project freeciv):
Units can be disbanded by selecting disband from the Unit menu, or by
typing SHIFT+D. Inside the city pullup screen, when the player clicks on a
unit, a menu appears and the disband option is clearly visible. Disbanding
units is not
Follow-up Comment #4, bug #16548 (project freeciv):
Personally I'm offended by people who try to erase history as though it
didn't happen. Adolph Hitler, Joseph Stalin, Ghengis Khan, the Aztecs, etc.
should be remembered for how evil and bloodthirsty they were. If playing
Freeciv causes
Follow-up Comment #1, bug #16349 (project freeciv):
I like this idea. I don't know if the patch was taken.
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URL:
http://gna.org/bugs/?17969
Summary: AI does not keep cities garrisoned
Project: Freeciv
Submitted by: bvanevery
Submitted on: Wed 30 Mar 2011 08:43:34 PM GMT
Category: ai
Severity: 3 - Normal
URL:
http://gna.org/bugs/?17970
Summary: queued attack executes before next player's turn
begins
Project: Freeciv
Submitted by: bvanevery
Submitted on: Wed 30 Mar 2011 08:56:20 PM GMT
Category: general
Follow-up Comment #2, bug #17970 (project freeciv):
Those settings don't help a single player game at all. Very easy to trounce
the AI when this exploit is known.
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http://gna.org/bugs/?17970
Follow-up Comment #4, bug #17970 (project freeciv):
I will try PLAYER for single player, but I have my doubts that it'll have any
effect.
The default is ALL - all players move concurrently. However, the human
player *always* moves before the AI with a queued attack. That's not current;
that's
URL:
http://gna.org/bugs/?17986
Summary: allied victory may not happen
Project: Freeciv
Submitted by: bvanevery
Submitted on: Sun 03 Apr 2011 03:21:20 AM GMT
Category: general
Severity: 3 - Normal
URL:
http://gna.org/bugs/?17990
Summary: can see inside of lost city
Project: Freeciv
Submitted by: bvanevery
Submitted on: Sun 03 Apr 2011 02:10:12 PM GMT
Category: general
Severity: 3 - Normal
Follow-up Comment #1, bug #17990 (project freeciv):
Eventually the city of Carnot did not let me view it anymore. I don't know
when it changed. See the 2nd attached saved game.
(file #12781)
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Additional Item Attachment:
File name:
Follow-up Comment #7, bug #17970 (project freeciv):
Having an end turn phase and a begin turn phase makes sense to me, but
the shuffling bug still needs to be addressed. The comments regarding
http://gna.org/bugs/?16387 claim that player order is shuffled. On my Windows
Vista system, with only
Follow-up Comment #8, bug #17970 (project freeciv):
I now have beta4 on Windows. I have seen an AI Worker run away before I
could launch a queued attack.
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Follow-up Comment #7, bug #18054 (project freeciv):
What version of Freeciv are you playing? Both the client and the server.
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Follow-up Comment #2, bug #18043 (project freeciv):
This is not a bug and should be closed. A player or AI is not dead until all
support-free units are dead. As long as the player is alive, the player can
influence politics. A human player may give another human player a city, so
that they
Follow-up Comment #1, bug #17969 (project freeciv):
In 2.3.0-beta4 the garrisoning is better, but sometimes when an AI is under
heavy assault (my Frigates vs. his Phalanxes), the AI inexplicably abandons
cities and allows for a complete walk-in. This doesn't typically save the
lives of the
Follow-up Comment #7, bug #17990 (project freeciv):
The bug is present in 2.3.0-beta4.
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