[Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8
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 attached a saved game file, garbagechar, that reproduces the problem. 1) start civclient 2.1.8. 2) click Load Saved Game 3) click garbagechar 4) click Catalan (Human) player 5) double click the city Perpiny[X]. Immediately one gets the message civclient.exe has stopped working. garbagechar.sav.gz Description: GNU Zip compressed data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8
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 not open and re-save it in an editor or something like that? I did not. Any munging was accomplished by Freeciv. Could be as simple as a string pointer error somewhere, given that the bizarre character is at the end of the string. I don't know if it's related, but Freeciv GTK consistently fails on Vista after the game has been going a long time. The GUI windows change colors and become illegible like they're being bitblitted incorrectly, then civclient freezes. For this reason I always play with set saveturns 1. After such a failure, I can always load the most recent autosaved game. I haven't submitted the bug because I don't have a deterministic reproducer for it. I just know that it will happen after several hours of play. I guess my point is, Freeciv can munge things. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8
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 the utf8 characters in the start or middle of the city names get corrupted too? I will try these and other things you suggested and get back to you. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8
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 enabled? No. I spoke too quickly. Yes, I do, as it is the default option. I'm just so habituated to hitting OK without even thinking about it, that it's psychologically invisible to me. On Tue, Dec 16, 2008 at 11:32 PM, Madeline Book madeline.b...@gmail.com wrote: Finally, if you were to play as the Catalan nation using the sdl gui and build cities until you get Perpinyà suggested, would the name get garbled? I played another game as Catalan and reproduced the error. 1) Load the attached game catalan-1400.sav. 2) play as Catalan 3) hit Turn Done, since the settler doesn't have any moves remaining 4) build the Settler. The What should we call our new city? dialogue box appears. It contains the garbled string Perpiny[X]. 5) Selecting OK will crash the game. So, the name generator is somehow at fault, and it is specific to utf8 chars at the end of the string. Also, what happens when you play a nation like Brazillian or Turk? Do the utf8 characters in the start or middle of the city names get corrupted too? Brazilian, in the middle, no problem. Didn't try Turk or at the beginning of the city name. How about if you edit the save game manually and put in the missing a0 (that's the character with value 0xa0, or 160 in decimal). What happens if you load the game now? Didn't bother to try it. Or what if you just paste in Perpinyà into the city name suggestion popup or when renaming the city, what does that do (hopefully not just rejected by the server)? No problem here. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40601 Forgot the attachment. catalan-1400.sav.gz Description: GNU Zip compressed data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8
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 try to edit the Perpiny[X] string, Perpiny is editable but the garbled [X] is not. You cannot erase it, the cursor will not move over it. A workaround is to hit Cancel and then take the next city name selection, in this case La Seu d'Urgell. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8
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 linux client... So it's probably an #ifdef in a name generation string handler. Ring any bells anyone? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8
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 character resulting in the invalid utf-8. This could be proven if you turn off the prompt for city name option and build a city with the Perpinya settler. If the name is not garbled and the program does not crash then we would know it is a problem with the string being put into the entry, and hence a bug in the particular gtk libraries used by the freeciv exe on windows. I turned off prompt for city name. When building the settler, the game now simply crashes. So, the string is being corrupted before it is delivered to the dialog box. You could also try inputting other valid utf-8 (e.g. my sig) into the name suggestion box, the city rename popup, or just the chat input line to see what it does. On linux these all work fine, so they should too on windows. --- 私のためにいい家を見つけてください。 Your .sig is truncated for length, but it inputs just fine. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40611) default.serv sets startunits to cccwwx
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, but at this moment in Freeciv development history, it's an incorrect value. Reproducer: 1) using any GTK client, select Start New Game 2) /show startunits. The value will be ccwwx 3) using the gui, select Ruleset Version civ1. startunits will be changed. 4) using the gui, select Ruleset Version default. startunits will be changed again. 5) /show startunits. It now has value cccwwx, one extra settler. Solution: change line in default.serv to ccwwx ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv
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 lists, they can often pick something that'll be easy for them to get their feet wet in contributing. Hi, I'm a developer, but not a wannabe. That is to say, I'm an expert coder and have used more than one bug tracker in more than one open source project over the years. I'm possibly interested in modifying the Freeciv sources, I'm still evaluating that. Your choice of bug tracker has nothing whatsoever to do with my evaluation. I think perhaps you're assuming a particular target audience, a newbie or intermediate level coder who doesn't quite know what they want to do, that you as more senior developers want to structure and direct somehow. There are other kinds of potential project contributors out there and perhaps considering their motivations and tastes would be of greater benefit to your ongoing efforts. I don't see any big deal with RT because it's not my first instinct to look for someone else's bug to work on. My first instincts are to: 1) get the source code built. If I can't build it, good chance the project isn't mature and I move on. I've been able to build Freeciv, although on Windows it's less pleasurable than it could be. 2) evaluate the readability of the source code. So far, I find it readable. 3) evaluate the modifiability of the source code. So far, I'm not sure the AI code conceptualizes anything the way I would. My instinct is to throw chunks of it out. Either start from scratch, or determine if a plugin architecture is reasonable. But, I haven't finished looking at it, so I will patiently evaluate what is reasonable to do. 4) evaluate the political tone and management of the project. What do people really spend their time on? What do they stew and get to loggerheads about? What do they fail to get done? What do they actively obstruct? To the last point: I went back and read the full history of this ticket. This has been all talk and no action for 2 years. In an open source community, if someone steps forward and provides the elbow grease to get something done, just go for it. Maybe RT vs. Bugzilla isn't super valuable in the scheme of things, as you don't have that many tickets, or developers willing to work on tickets. Gosh, have you ever looked through Mozilla's tickets and seen all the stuff that's been sitting around for years and years, that again was all talk and no action? It's documentation and process for it's own sake, it has no end result. BUT, if you've got a gung ho volunteer who actually will steward a new bug tracker, it's worth something just to add that guy's ongoing manpower to the project. I imagine Bugzilla *is* better than RT in some fashion, that some kind of gain can be made from changing, even if it is only a long term incremental gain. The more important consideration is you get this guy working on the project, stewarding something he considers Good. That's how you build project loyalty. Resources, schmesources. Don't any of you guys have a back pocket? For cheapskates, I Googled a little. What about these guys? http://teamforge.net/ Cheers, Brandon Van Every ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40637) [Patch] Buoy
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 Van Every ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40637) [Patch] Buoy
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 for this thing? You could call it radar station, and turn blind eye to fact that it's sitting in the water. Anybody asks it's naval radar station. ;-) I mean come on, if sonar doesn't work to detect things underwater, then it is totally stupid. Sonar is for water. If you do radar stations, put them on land also. Gameplay wise I don't like the idea of basically removing submarines special power of being hard to detect. It doesn't remove it, it makes it subject to defense spending. Same as Coastal Defense for naval bombardment. Reality in WW II is Germans had happy time in the Atlantic until sonar got much better. Then they suffered 85% casualties. In modern day, USA waters (and maybe international?) are thick with sonar listening stations. Very important for detecting subs that carry nukes. Wouldn't want Russian sub sailing up the Chesapeake Bay and unloading on D.C. would we. Not sure if stealth sub is realistic idea or not. Stealth ship does exist in real life, and also appeared in a James Bond movie. Lesser problem is that at this point it's impossible to define base that detects submarines. Changing that would be quite easy. Call To Power II had both radar and sonar. I don't remember it ruining anything. Cheers, Brandon Van Every ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40663) island generator fails for size 2
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 generator 3. (the island generator) 4) type /set size 2 5) select Start 6) type /show generator. It will read: /show: generator 2 (1,3) Method used to generate map Visual inspection will also show that the island generator hasn't been used. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19134] enforce real oceans
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 Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.1 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: Too often, any tile on the map can be reached with a trireme. There's little incentive to pursue the Navigation etc. techs in the early to mid game when a trireme will do all exploration jobs just fine. All civs come into contact with each other early and all trade techs. There is no development in isolation, there is no New World full of weak hapless natives to conquer. I've set the percent of land to 15%, the lowest it will go. On maps of modest size with ~6 players, this still doesn't generate true oceans. Triremes can go everywhere. True oceans only happen when the map size is made much larger. This bogs down the game, both for the AI that has to think about all the extra tiles, and the human who has to push units across them. I suggest: have a postprocess that destroys portions of continents and coastal waterways. The biggest bodies of water could push from their centers of mass. This would isolate continents. Alternately if that's too complex to implement, coastal squares could simply be destroyed randomly, along with land nearby, expanding the oceans randomly. A test for trireme access would be implemented; when a trireme can't get to a large percentage of coastal squares, the job is done. Whether to do this postprocess or not, would be an ON / OFF option. ___ Reply to this item at: http://gna.org/bugs/?19134 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19134] enforce real oceans
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? ___ Reply to this item at: http://gna.org/bugs/?19134 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19134] enforce real oceans
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 interesting, as I had to overcome that terrain barrier, but it seemed rather unrealistic, irrational, and arbitrary. Why shouldn't I be able to sail around the coast, unless there's a climate barrier like frozen ice, monsoons, or some such? 2) Having gulfs within a certain sized enclosure of land is reasonable. The Mediterranean was much calmer than the Atlantic. It made the Roman Empire great. It was inevitable that *some* power would have arisen in the Med and consolidated it. 3) What's the big deal about blocking someone else's trireme on a narrow coast? That's cool. That's called tactics. In other games I've built a lot of ships to be able to do that. I like being able to do it with 1 ship. It also occurs reasonably often in the current mapgen, especially around smaller islands. ___ Reply to this item at: http://gna.org/bugs/?19134 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14775] The server appears to have gotten into an infinite loop in the allocation of starting positions.
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 landmass=15 (to try to make real oceans), I'm not sure I've ever allocated player starting positions successfully. I've failed the last 20+ times in a row at any rate. ___ Reply to this item at: http://gna.org/bugs/?14775 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19829] no sound
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 Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I recently set up Lubuntu 12.04 on my laptop and grabbed Freeciv 2.3.2-1~getdeb1 packages from getdeb.net. freeciv-sound-standard is installed where it should be. Changing client sound options doesn't make any sound. Nor does adding -P -S command line options. I can hear sounds from other apps just fine. It's as though the GTK client on Linux hasn't implemented sound. This is bizarre as the GTK client on Windows Vista does have sound just fine. Important 'cuz you really wanna play your game like it's 2001: A Space Odyssey? ___ Reply to this item at: http://gna.org/bugs/?19829 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19829] no sound
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. ___ Reply to this item at: http://gna.org/bugs/?19829 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20087] chariot gets free attack moving out of city
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 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: An AI chariot moves out of a city onto a forest square that lacks a road. Doing so, it gets a free attack on one of my nearby units. It shouldn't have any movement remaining when it moves onto the forest. Load the saved game, hit End Turn. My unit gets attacked. ___ File Attachments: --- Date: Tue 21 Aug 2012 04:46:40 AM GMT Name: freeciv-T0093-Y-0175-manual.sav.bz2 Size: 43kB By: bvanevery http://gna.org/bugs/download.php?file_id=16416 ___ Reply to this item at: http://gna.org/bugs/?20087 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19134] enforce real oceans
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. ___ Reply to this item at: http://gna.org/bugs/?19134 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20171] no specials on map after retrying mapseed
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 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.4.0-beta1 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I've been playing on fractal generated maps with very little land, trying to get the effect of big impassable oceans. Sometimes the server cannot allocate starting positions. This time I got the following: The server couldn't allocate starting positions. Failed to create suitable map, retrying with another mapseed Walking around the map, it was quite odd that there were no whales, fish, coal, wine, etc. I think the retry is skipping the resource special placement for some reason, or else wiping that information out. ___ File Attachments: --- Date: Sat 15 Sep 2012 10:27:48 PM GMT Name: nospecials.sav.bz2 Size: 20kB By: bvanevery http://gna.org/bugs/download.php?file_id=16582 ___ Reply to this item at: http://gna.org/bugs/?20171 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19134] enforce real oceans
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, nonetheless. Only if the map is large do they become continents, and really it's nothing like Earth with 6 continents + Antarctica. Like fighting amongst a world full of Australias. This may not seem important to people focused on multiplayer, who just want to kill their buddies quickly. But for a single player experiencing / guiding the growth of a civilization, it's darned annoying to have oceans and continental interiors rendered meaningless. ___ Reply to this item at: http://gna.org/bugs/?19134 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3
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. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3
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. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3
Follow-up Comment #13, bug #22567 (project freeciv): I saw that he had committed something to trunk. Where do patches get submitted for testing? ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3
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 seem to be able to change the title of the bug myself. A previous recent release of Freeciv, I forget which one, had the opposite behavior. The AI turtled up with defensive units and city walls almost immediately, creating what I called bitter pills. It became completely unprofitable to try to jump other civs early. This made the game slower and more tedious, digging all these bitter pills out. Could it be that someone fixed this turtling behavior, sending the AI priorities too far in the opposite direction? ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches
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 faster seems rather overpowered. There's some precedent in SMAC, where if you achieved Elite experience you got bonus movement. Typical Spartan strategy was to massively train units so that they would be Elite. Such units are extremely powerful. I don't think having an option to just flip a switch to get that kind of benefit is a good game design at all. There should be some kind of significant cost or delay to get that kind of capability. Otherwise what you'll have is a goofy game where the Tribal faction always wins. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17732] GTK client displays slanted map
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 Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0-beta3 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: The GTK client displays the map on a slant from NW to SE, and the minimap window shows a diagonal square outline of the visible terrain. The previous default behavior was to display the poles at the top and the bottom of the map, with the minimap window showing a screen aligned square outline of the visible terrain. In previous versions of Freeciv I remember server option numbers to control the topology. The numerical system is now gone, with only a selection of Wrap East-West and isometric remaining. I think the Windows GTK client has not been changed to match the server changes. ___ Reply to this item at: http://gna.org/bugs/?17732 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17732] GTK client displays slanted map
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 tileset. The square and polar orientation are screen aligned, as they should be. Beta3 is incorrect compared to the stable release. Either the tileset could be blamed, or the new option selection mechanism, I don't know which. ___ Reply to this item at: http://gna.org/bugs/?17732 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17740] migration disbands city
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 Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0-beta3 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: I'm playing beta3 with the experimental ruleset. I have a size 2 city that's building a settler. I have not activated the disband if build settler at size 1 option. When the settler is built, the city drops to size 1. Then people migrate to my nearby capital, disbanding the city. I don't think this behavior should be allowed. Outpost cities extend the boundary of the empire, allow observation of trespassers, use resources that are not currently available to a larger nearby city, may have a coastal outlet where a larger nearby city has none, may produce a stream of settlers at a usefully productive rate, and may have a barracks or a city wall. Just disbanding my cities willy nilly is really irritating. I think it is reasonable for migration to reduce a city's population to 1, but no more. ___ File Attachments: --- Date: Tue 15 Feb 2011 05:46:11 AM GMT Name: losesetter.sav.gz Size: 38kB By: bvanevery http://gna.org/bugs/download.php?file_id=12458 ___ Reply to this item at: http://gna.org/bugs/?17740 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17740] migration disbands city
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? ___ Reply to this item at: http://gna.org/bugs/?17740 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17740] migration disbands city
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 valuable resources within its radius that a major city cannot use. Who is going to bring those resources to market? Who is going to defend the frontier? If I were a monarch and I built a city wall and barracks somewhere, and people deserted, I would have them summarily executed upon their arrival to a major city. Under a Republic or a Democracy I wouldn't expect to have that kind of control. In a Communism you jolly well go to where the State tells you. If they tell you not to leave the country, you don't, at peril to your life. I suggest weighting resource specials so that cities tend to keep a population that works them. ___ Reply to this item at: http://gna.org/bugs/?17740 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17740] migration disbands city
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. ___ Reply to this item at: http://gna.org/bugs/?17740 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17740] migration disbands city
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 building a settler disingenuously to prevent migration. The AI can't handle the plagues. When I play on Experimental AI difficulty, it's trivial to get ahead because the AI has no strategy for dealing with the plagues. Trying my 1st serious game under these new rules, it took me until Turn 200 to get to Miniaturization, at which point my nearest competitor only had Industrialization. Other civs were barely beyond Gunpowder. Probably the AI believes that smallpox is good, whereas under plague rules, it's clearly a bad strategy. Aqueducts are expensive, and they're the only way to deal with plague. A civ that builds lots of aqueducts in every city goes bankrupt. The AI doesn't really know how to build a few good big pox cities. ___ Reply to this item at: http://gna.org/bugs/?17740 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17740] migration disbands city
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 better. The city disbands. Then next turn those idiots die of plague in my capitol. Frequent plagues should be a deterrent to migration. ___ Reply to this item at: http://gna.org/bugs/?17740 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17949] Celebration under Despotism doesn't work
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 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0-beta3 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: At the beginning of the game under Despotism, I researched Pottery, then built the Hanging Gardens in my size 1 capital to get the citizens to celebrate. Celebration is supposed to remove the Despotism tile penalties, so that I can get 3 food on irrigated grassland tiles for instance. I still only got 2 food. ___ Reply to this item at: http://gna.org/bugs/?17949 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17949] Celebration under Despotism doesn't work
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 depending on your government type; in the default ruleset: - Under Anarchy or Despotism, you will not suffer the normal production penalty for tiles which produce more than 2 points of any resource (food, production, or trade). I had always thought that the minimum size was for *rapture*, not celebration. I'm reasonably certain I've applied celebration to cities of size 1 or 2 in the past, and have gotten the Despotism penalties removed that way. Typically this is accomplished by founding the capital in a high production location, researching Pottery as the 1st tech and building the Hanging Gardens in the capital to take advantage of the 75% production bonus of the capital under Despotism. Perhaps the rule is misnamed in the ruleset, but the code used to check the rule before rapture. Now it's checking before celebration. I think the rule should be named rapture_size_limit and should be handled accordingly. ___ Reply to this item at: http://gna.org/bugs/?17949 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17949] Celebration under Despotism doesn't work
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 the rulesets, that would be good too. I still think distinguishing celebration from rapture would be worthwhile. I think this is the way the code actually behaved awhile ago. ___ Reply to this item at: http://gna.org/bugs/?17949 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16909] Wish : Attack own units.
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 documented, and the Units section of the Help should mention it, but the ability to disband is readily available in the UI. Anyone who really wants to get rid of units should be able to figure this out, documentation notwithstanding. Units should not be able to practice fighting on each other, because that would award them combat experience and make the units more powerful. In terms of game mechanics it would be imbalanced, and it's also not realistic. Combat improvement should come from fighting actual wars, not doing training exercises. A minimum level of combat improvement via training is already provided via the Barracks city improvement. This Wish should be closed. ___ Reply to this item at: http://gna.org/bugs/?16909 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16548] German ruler suggestion inappropriate
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 someone to look up a Wikipedia entry on Adolph Hitler, or to read Mein Kampf in the original, or to watch WW II documentaries on The History Channel, then Freeciv is actually doing the world a public service. The content choice of Freeciv is not a bug. This entry should be closed. ___ Reply to this item at: http://gna.org/bugs/?16548 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16349] Unrealistic and boring nuclear combat
Follow-up Comment #1, bug #16349 (project freeciv): I like this idea. I don't know if the patch was taken. ___ Reply to this item at: http://gna.org/bugs/?16349 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17969] AI does not keep cities garrisoned
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 Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0-beta3 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: When a player shows up near an empty city with a unit that can take the city, the AI will buy a garrison unit if it has gold, thereby preventing the player from taking the city. This is a good strategy... except that if the player backs away and waits a few turns, the AI inevitably sends that garrison unit on a scouting expedition. The player can easily exploit this by threatening a bunch of cities with possible captures, backing off for a few turns, then returning when the AI has sent its garrison units wandering off. Capturing many AI cities is trivial, even with untrained warriors if one has the timing right. The AI runs out of money and cannot garrison cities at the last minute indefinitely. A very easy way to put most of the AIs at a disadvantage, is to send out triremes with a few units at the beginning of the game, sail around an enemy to stress it into spending all its gold, eventually drop a unit on defensible terrain (i.e. a mountain) next to an empty city, walk in and take it, then produce untrained warriors to do the same thing to other enemy cities. The AI should garrison cities more like a human being does. At a minimum, it should not reassign garrison units to scouting duties. ___ Reply to this item at: http://gna.org/bugs/?17969 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins
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 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0-beta3 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: If the moves for my unit are exhausted, but I select goto to attack another enemy unit or city, my attack will execute before the enemy unit has a chance to move out of the way, attack, or buy a unit to garrison the city. Thus I can land a legion or a catapult next to a city, set it to goto the city, and get a free attack with major offensive advantages. It's like having a poor man's marines. Also in skirmishes in open country, with a unit having only 1 move, I effectively attack 2 tiles away. On my turn I move the 1 tile necessary to close the gap and select goto the enemy's location. Then my attack executes before the enemy unit can move. Every legion is effectively a knight. The same technique can be used to keep Explorers out of harm's way. If I pop a hut containing barbarians, or unwittingly end my turn next to a hostile unit, I can select goto a safe location, such as an unthreatened tile or an offshore trireme. The Explorer will race to safety before anything can attack it. ___ Reply to this item at: http://gna.org/bugs/?17970 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins
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. ___ Reply to this item at: http://gna.org/bugs/?17970 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins
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 a bug. ___ Reply to this item at: http://gna.org/bugs/?17970 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17986] allied victory may not happen
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 Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0-beta3 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: I played a 5 player game with default settings. alliedvictory is enabled by default, and I verified that it was set by typing /help alliedvictory. Let's say I'm the 1st civilization. I destroyed a 2nd civ using legions from hut popping. I nearly destroyed a 3rd civ in the same way, but the 4th civ destroyed the last unit of the 3rd civ. I made peace with the 4th civ and later allied with it. Upon contacting the 5th civ, I had a couple of cease fires eventually leading to peace. Eventually I made an alliance with the 5th civ as well. At this point, 2 civs are dead, and I've allied with the 2 civs that remain. It should be a victory; however, the game continues indefinitely. I bet it has something to do with the remaining civs having Never Met the dead civs. Alternately, it could be because I didn't personally kill the 2nd civ. I notice from reading the bug tracker that check_for_game_over() was modified as recently as November 2010. ___ File Attachments: --- Date: Sun 03 Apr 2011 03:21:20 AM GMT Name: noalliedvictory.sav.gz Size: 53kB By: bvanevery http://gna.org/bugs/download.php?file_id=12774 ___ Reply to this item at: http://gna.org/bugs/?17986 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17990] can see inside of lost city
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 Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0-beta3 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: I lost a city to someone, I don't know how as I wasn't paying attention. I can still see in it! My nation flag is still displayed over the city, but the city has gone dark. I can pull up the city dialog box but I can't change anything in it. I think it has something to do with being captured while improvements are in the queue, as I saw this happen in another game as well. In the attached saved game the city is Carnot and it's on the west side of the large long southern continent. ___ File Attachments: --- Date: Sun 03 Apr 2011 02:10:12 PM GMT Name: seecapturedvillage.sav.gz Size: 55kB By: bvanevery http://gna.org/bugs/download.php?file_id=12778 ___ Reply to this item at: http://gna.org/bugs/?17990 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17990] can see inside of lost city
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) ___ Additional Item Attachment: File name: seecapturedvillage2.sav.gz Size:59 KB ___ Reply to this item at: http://gna.org/bugs/?17990 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins
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 myself and 4 AI players, using the default phasemode=ALL, almost all between turn actions are not shuffled and I get to make my move first. The only exception seems to be if the AI buys a unit to garrison an empty city. When I land next to an empty city and set my goto to take it next turn, sometimes a unit will appear and prevent the walk-in. Maybe I'll kill the unit by attacking it, maybe I'll die against a city wall. I am speculating that this is because the AI bought the unit, as I haven't actually traced the code to know for sure. However it seems consistent with my tactic of running the AIs out of gold so that they can't instantly buy garrison units. When I attack an empty city, AI units next to the empty city *never* move back into the city before I've attacked. Possibly the AI is completely stupid and just doesn't realize it can make that move. On the other hand, *I* pull that trick all the time. I can stand just outside my own empty city, with an enemy AI unit threatening it, set the goto, and move back in before the AI gets to attack. This proves to me that I always move first in this situation, that it is never shuffled. ___ Reply to this item at: http://gna.org/bugs/?17970 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins
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. ___ Reply to this item at: http://gna.org/bugs/?17970 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18054] some way to delete saved files is needed
Follow-up Comment #7, bug #18054 (project freeciv): What version of Freeciv are you playing? Both the client and the server. ___ Reply to this item at: http://gna.org/bugs/?18054 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18043] Initial units do not die when all the cities are captured
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 can get back into the game a little bit. An AI may meet another AI, ally with it, and get that AI to hate you. ___ Reply to this item at: http://gna.org/bugs/?18043 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17969] AI does not keep cities garrisoned
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 units either, as they often move to exposed ground, don't really prevent the taking of other cities, and also the capture of a city usually causes some supported units to die. Basically the AI suddenly gives away some cities, even though staying in place and doing nothing would be a better defense. ___ Reply to this item at: http://gna.org/bugs/?17969 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17990] can see inside of lost city
Follow-up Comment #7, bug #17990 (project freeciv): The bug is present in 2.3.0-beta4. ___ Reply to this item at: http://gna.org/bugs/?17990 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev