Follow-up Comment #16, patch #1936 (project freeciv):
I'd like to test this patch.
May I install it over current trunk repository (together with update hit
point calculation for killunhomed)? Would AI handle it? or I should wait to
v2.4.0
URL:
http://gna.org/bugs/?18221
Summary: Crash while playing custom Ruleset
Project: Freeciv
Submitted by: tirolalira
Submitted on: mar 14 jun 2011 21:51:25 GMT
Category: None
Severity: 3 - Normal
Follow-up Comment #6, bug #18221 (project freeciv):
Ok, thanks, no hurry.
For now, gold upkeep style = 1 seems to avoid the crashes.
___
Reply to this item at:
http://gna.org/bugs/?18221
___
URL:
http://gna.org/bugs/?18231
Summary: AI do not take into account pop cost of settlers to
buy them
Project: Freeciv
Submitted by: tirolalira
Submitted on: mié 15 jun 2011 15:01:03 GMT
Category: ai
URL:
http://gna.org/bugs/?18232
Summary: Cheating AI level should not overide max tax rates
by default
Project: Freeciv
Submitted by: tirolalira
Submitted on: mié 15 jun 2011 16:59:13 GMT
Category: ai
Follow-up Comment #2, bug #18231 (project freeciv):
I have tested this change over current trunk rev19760 and it seems to work.
But there is a remaining minor issue, that I already noticed before this
patch:
If the settler (pop_cost=1) is finished just the same turn that the city
grows to pop
Follow-up Comment #3, bug #16533 (project freeciv):
I agree, for some reason I keep right clicking the buildings in the dropdown
menu of the city production pannel to get the help.
I guess it is something intuitive related to the way the help works in other
windows and pannels.
Follow-up Comment #4, bug #16913 (project freeciv):
Patch has changed the behaviour a bit on trunk: now the AI Skill Level
dropdown starts out with no default (which is a bit more honest).
I confirm this behavior in revision 19760.
However, if you start a game and then you leave it, the AI
Follow-up Comment #8, bug #18221 (project freeciv):
I think the old code that sells both buildings and units at same time was on
purpose, to avoid a situation where a player goes to bankrupt due to huge army
supported by gold.
Example: AI has 100 units supported by 1 gold each, and 10 banks,
Follow-up Comment #7, patch #2627 (project freeciv):
Thank you for this patch.
I think it is not only a debug tool, but probably the best feature to create
scenarios more similar to real history, where it is hard to maintain a large
empire. And a geat challenge for those single-player games
Follow-up Comment #18, patch #1936 (project freeciv):
I tried to apply the patch over rev19760 and there was 1 single fail:
+vervatim+
patching file common/game.h
Hunk #1 FAILED at 88.
-vervatim-
Thanks doctorjlowe.
About AI, I do not mean changes to general motivation of the AI, but basic
URL:
http://gna.org/bugs/?18358
Summary: LUA script to change/merge nations
Project: Freeciv
Submitted by: tirolalira
Submitted on: sáb 16 jul 2011 09:38:14 GMT
Category: rulesets
Severity: 1 - Wish
Follow-up Comment #1, bug #18394 (project freeciv):
I agree it did not work with v2.3.0-beta4
I did try to use LUA scripts to give such techs (root req itself) to a
nation, but the tech does not appear in the tech tree, and it can not be used
to enable other units or techs.
However, I just
Follow-up Comment #3, patch #2949 (project freeciv):
Thank you for adding it.
I have revised the map and I have tweaked again the deep ocean gap between
greenland and iceland so triremes can navigate all around greenland, while
they still can not cross the atlantic ocean.
It is a minor tweak,
Follow-up Comment #3, bug #18394 (project freeciv):
When I create a new tech with root_req being itself, this tech is showed in
the tech tree, in orange colour, but I still do not know how to give such
techs to a nation.
Latest time I tested with v2.3, the line init_techs= (inside the
Follow-up Comment #10, bug #17270 (project freeciv):
I'm not sure if tech upkeep is working as expected in v2.3.1
When I read the code I understand this:
1- it sums the total bulb cost for all your known techs.
2- it divides the total bulbs by tech_upkeep_divider ( =2000 in experimental
Follow-up Comment #19, patch #1936 (project freeciv):
I'm really looking forward to this patch. Imo, it will surely balance the
behavior of gold upkeep.
How could I test it? Is it going to be included in v2.4.0?
___
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Follow-up Comment #6, bug #19494 (project freeciv):
I have found same error while testing civ2-3 modpack over freeciv v2.3.1 (I'm
tirolalira).
I upload a reproducible savegame together with the ruleset (it is exactly the
same version shared in the forums).
To reproduce the error, just press end
Follow-up Comment #11, bug #17726 (project freeciv):
This is the best topic I found to talk about Shield2Gold issues.
I have been testing the AI with gold upkeep for some time (I find it very
important to enjoy this game), and I always thought that the AI does not
notice when his economy is
Follow-up Comment #1, patch #3178 (project freeciv):
Thank you, I'll surely use this rule effect.
While you are at it, I'd also suggest to add a rule effect to multiply/divide
the trade bonus obtained from trade routes.
I found a workaround to half it by using this code:
Follow-up Comment #3, bug #19540 (project freeciv):
In my tests, I notice an improvement in the economic management of the AI when
I replace Shield2gold by uk_gold, but it is hard to know for sure without
watching the code.
I agree the UI is a disadvantage because all units appear with upkeep =
Follow-up Comment #4, bug #19540 (project freeciv):
The example was not showed in previous post...
[effect_upkeep_free_units_monarchy]
name= Unit_Upkeep_Free_Per_City
value = 3
reqs=
{ type, name, range
Gov, Monarchy, Player
UnitFlag, NonMil, Local
}
Note when I
Follow-up Comment #5, bug #19540 (project freeciv):
I think previous example could be hard to implement...
Maybe it is easier something like this:
[effect_upkeep_unit]
name= Upkeep_Factor
value = 2
reqs=
{ type, name, range
Gov, Monarchy, Player
UnitFlag, NonMil, Local
URL:
http://gna.org/bugs/?19589
Summary: New tech upkeep style
Project: Freeciv
Submitted by: bardo
Submitted on: mié 28 mar 2012 06:18:07 GMT
Category: rulesets
Severity: 1 - Wish
Follow-up Comment #7, bug #19540 (project freeciv):
There was a bug in previous freeciv version that caused different AI behavior
with each different gold_upkeep_style: bug #16413
http://gna.org/bugs/?16413. Since it was fixed I can't differentiate which
style is being used based on AI behavior.
Follow-up Comment #8, bug #19540 (project freeciv):
Oh, I forgot to say I saved the game with official freeciv v2.3.1, and all
turns until the savegame where played in AI mode.
___
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http://gna.org/bugs/?19540
Follow-up Comment #2, bug #19670 (project freeciv):
If you play with the ruleset option tech_leakage = 1 (Techs are cheaper if
already discovered by other nations you have embassy with), then embassies
become very important.
Currently, every treaty where AI accepts an alliance, it is also
Follow-up Comment #3, patch #3313 (project freeciv):
New base type Nets, buildable on Oceanic tiles after Seafaring discovered,
required in tile before Harbor gives food bonus
I like the idea.
I find the bonus from harbours and offshore plataforms very powerful, imo it
is better if you have to
Follow-up Comment #5, patch #3313 (project freeciv):
An alternative could be to require these net bases only in ocean tiles with
special resources (fish and wales), so it does not afect the AI so much.
In my ruleset I also made bouys needed in deep ocean tiles to get the extra
shield from
Follow-up Comment #2, patch #3366 (project freeciv):
Thank you cazfi.
I was also unsure about the name. I'd like it to include somehow the name
civ3 because people who played civ3 are going to find the gameplay with this
ruleset very similar.
The ruleset seems also similar to c-evo, a civ clone
Follow-up Comment #1, bug #19899 (project freeciv):
I think the problem is deeper than that.
I have played peaceful games in v2.3, where AI never enter war (tested by
increasing AI love), and soon they stop building settlers to start building
workers and other city improvements.
I thought the
Follow-up Comment #5, bug #19899 (project freeciv):
Still faster than me... good job!
I'm trying to test this fix. I have compiled the TRUNK rev-21480, run a server
(./fcser -r data/civ2civ3.serv ) and run a client (./fcgui).
When I press end turn I get this error: in tdc_plr_set()
Follow-up Comment #7, bug #19899 (project freeciv):
You are right, the error appears with and without your patch, when I end the
first turn, playing civ2civ3 rules, everytime.
The error does not appear when I play default (classic) rules.
I upload the requested savegames with v2.3 where AI
Follow-up Comment #8, bug #19899 (project freeciv):
I used to run the compiled trunk in ubuntu with command:
./civ # Run client
Now it does not work, so I use ./fcser in one terminal, then ./fcgui in
another terminal, and then I press connect to Netwok Game.
I have been unable to install (with
Follow-up Comment #9, bug #19899 (project freeciv):
The log.txt again... this time inside .zip
(file #16062)
___
Additional Item Attachment:
File name: civ2civ3-settler-log.txt.zip Size:85 KB
Follow-up Comment #2, bug #19925 (project freeciv):
Ok, this is really weird, but I'm pretty sure I tested it properly... (with
trunk r21520)
When I copy the files from Civ2Civ3 folder into Classic folder (replacing
them), then I can play civ2civ3 rules without the assertion error, no matter
if
Follow-up Comment #13, bug #19899 (project freeciv):
I confirm this patch fixes the wrong AI behavior that I reported.
Thank you very much.
___
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http://gna.org/bugs/?19899
URL:
http://gna.org/bugs/?19933
Summary: civ2civ3 ruleset missing irrigation
Project: Freeciv
Submitted by: bardo
Submitted on: vie 13 jul 2012 03:44:43 GMT
Category: rulesets
Severity: 3 - Normal
Follow-up Comment #4, bug #19925 (project freeciv):
ah, ok, then it seems something related to my installation.
When I try to build with --enable-debug, I get this error:
...
luascript_signal.c: In function ‘luascript_signal_create_valist’:
luascript_signal.c:232: warning: passing argument 2 of
Follow-up Comment #1, bug #19946 (project freeciv):
I have also seen it for long time, I hope someone can fix it.
___
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___
Mensaje enviado
Follow-up Comment #1, bug #20029 (project freeciv):
I have seen a custom icon for migrants in other rulesets (named u.refugee as
you say), for example the ones used in Longturn, and that is the main reason I
included them in civ2civ3.
About Geoengineers, I don't think it is worth to create a new
Follow-up Comment #1, bug #20030 (project freeciv):
Related to bug #20029
The only other missing gfx in civ2civ3, that I know, are the 3 new wonders:
Temple of Artemis, Statue of Zeus and Mausoleum of Mausolos. All them
currently using The Oracle icon.
URL:
http://gna.org/bugs/?20045
Summary: assertion failed with civ2civ3 over S2_4
Project: Freeciv
Submitted by: bardo
Submitted on: vie 10 ago 2012 02:03:47 GMT
Category: None
Severity: 3 - Normal
Follow-up Comment #2, bug #20045 (project freeciv):
Are these the settings you used?
Yes, with those settings my games always end crashing around turn 100 to 150.
Actually, the savegame I uploaded always crashes to me when I end the turn.
It is an autosave from a game that I was playing under AI
Follow-up Comment #3, bug #20045 (project freeciv):
I'm still curious to know the reason of this error, even if it only happens to
me. Else I'm not going to be able to test any freeciv version until there is a
window installer.
I have successfully installed the new v2.4 beta1 over ubuntu 9.04
Follow-up Comment #9, bug #20045 (project freeciv):
Right, it is client side error... Sorry I didn't realize it.
- Minplayers setting set to 0 (I'm still curios of how you started the all-ai
game when minplayers setting was not 0 - had you first human player that was
then turned to ai?)
Yes, I
URL:
http://gna.org/bugs/?20057
Summary: Error when trying to compile with --enable-debug
Project: Freeciv
Submitted by: bardo
Submitted on: dom 12 ago 2012 17:30:08 GMT
Category: None
Severity: 3 - Normal
Follow-up Comment #11, bug #20045 (project freeciv):
Can you test if this asserts for you?
When I launch your .serv (that includes set timeout -1), it seems to work even
without debug enabled, and I do get the assertion error in the client.
You could start server with -d 3 and read output after
URL:
http://gna.org/bugs/?20062
Summary: Possible bug in ai_manage_taxes (aihand.c)
Project: Freeciv
Submitted by: bardo
Submitted on: lun 13 ago 2012 16:07:26 GMT
Category: None
Severity: 3 - Normal
Follow-up Comment #1, bug #20062 (project freeciv):
Oh, my fault, this was not the bug.
I still think there is a bug somewhere in this function and I'll keep
searching, but you could remove this ticket for now.
Sorry.
___
Reply to this
Follow-up Comment #2, bug #20062 (project freeciv):
Let me another guess... this time I'm almost sure it is a bug, now I think I
fully understand the related code.
In function ai_manage_taxes,
the variable rate_sci_balance keeps a non valid value = -1 if
game.info.tech_upkeep_style == 0 (default
Follow-up Comment #3, bug #20062 (project freeciv):
I catched a savegame, played with civ2civ3 rules over v2.4 beta1, where
English nation loses buildings/units due to low funds, and the AI keeps taxes
to 60% science and 40% gold.
aihand.c code seems designed so AI sets the taxes to 90% gold in
Follow-up Comment #1, bug #19589 (project freeciv):
I'm trying to implement this idea, it simply needs one extra line at the end
of tech_upkeep_calc() to multiply by number of cities owned by the player.
Could some coder please tell where can I get this value?
tech_bulb_sum *=
URL:
http://gna.org/bugs/?20063
Summary: wrong tech upkeep when tech_cost_style = 2 or 4
Project: Freeciv
Submitted by: bardo
Submitted on: mar 14 ago 2012 01:46:04 GMT
Category: None
Severity: 3 - Normal
Follow-up Comment #2, bug #19589 (project freeciv):
I attach a patch to add this feature.
Old formula was
tech_upkeep = Cost of all Techs researched / tech_upkeep_divider -
Tech_Upkeep_Free
My suggested formula is:
tech_upkeep = Cost of all Techs researched / tech_upkeep_divider * ( 1 +
Follow-up Comment #4, bug #20062 (project freeciv):
I finally catched a savegame with default rules where the AI loses a building
due to low funds, while keeping the taxes to 70% science.
To recreate:
1- beta1 v2.4 with default rules, load savegame and start (Apaches)
3- /aitoggle
4- /set
Follow-up Comment #6, bug #20062 (project freeciv):
Good point, then my fix may not be an improvement.
But the code still looks buggy to me and should be fixed one way or the
other.
Currently, in the same situation (with no tech upkeep), the AI could act
different if tech_upkeep_style == 1
Follow-up Comment #5, bug #20057 (project freeciv):
Your patch fixes the reported error, thank you. But now I get a different
error:
trunk:
cc1: warnings being treated as errors
map.c: In function ‘startpos_iter_init’:
map.c:1608: warning: type-punning to incomplete type might break
Follow-up Comment #14, bug #20045 (project freeciv):
I'm afraid it keeps failing with the same error. I tested S_4 r21843 that
includes the mentioned patch.
The error appears when I reload the savegame posted here, and also when I
start a new clean game.
1: in unit_virtual_destroy()
Follow-up Comment #1, patch #3545 (project freeciv):
Thank you for keep updating the civ2civ3 ruleset.
I'm sort of time now to play freeciv, but I plan to come back before the next
release, to check the latest changes and test this ruleset again.
Send me a mail if you think I can help with
Follow-up Comment #6, bug #20063 (project freeciv):
I'd thank if you could disable the tech upkeep in both versions of the modpack
(2.3 and 2.4).
The current LT31 game is using civ2-3 rules. I was waiting for some more
feedback to create a new patch for v2.3.3 (or 2.3.4).
Then I'd like to test
Follow-up Comment #8, bug #20063 (project freeciv):
Thank you.
___
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___
Mensaje enviado vía/por Gna!
http://gna.org/
URL:
http://gna.org/bugs/?20879
Summary: Units supported by food killed due to starvation
even when free of upkeep
Project: Freeciv
Submitted by: bardo
Submitted on: dom 09 jun 2013 10:32:16 GMT
Category: None
URL:
http://gna.org/bugs/?20880
Summary: Civil war triggered without capital being conquered
Project: Freeciv
Submitted by: bardo
Submitted on: dom 09 jun 2013 10:50:19 GMT
Category: None
Severity: 3 -
URL:
http://gna.org/patch/?3940
Summary: civ2civ3 ruleset update
Project: Freeciv
Submitted by: bardo
Submitted on: vie 14 jun 2013 12:28:27 GMT
Category: rulesets
Priority: 5 - Normal
Follow-up Comment #1, patch #3941 (project freeciv):
I was interested to make Great wonders obsolete by techs with range Player
(instead of default World). I guess it will possible with this patch, thank
you.
___
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Follow-up Comment #1, patch #3960 (project freeciv):
Is this x3 defense also taken into account when the AI evaluates whether to
attack a city?
The other day I saw with a diplomat 40 cavalry units in an enemy city that
were in range to attack my city defended by 3 riflemen (with walls in plains),
URL:
http://gna.org/bugs/?20945
Summary: If Occupychance=100, units waste 2 movement points
per attack
Project: Freeciv
Submitted by: bardo
Submitted on: jue 04 jul 2013 16:38:04 GMT
Category: rulesets
Follow-up Comment #2, bug #20945 (project freeciv):
I agree, what you describe is exactly how it works in civ3.
___
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___
Mensaje enviado
Follow-up Comment #3, bug #19589 (project freeciv):
This new tech upkeep style would be very useful for the ruleset civ2civ3 that
will be included with v2.5.
Cazfi, if you are around, do you think it would be possible to include this
new style in future versions, please?
URL:
http://gna.org/bugs/?21239
Summary: Optional rule: Penalty to attack due to ZoC
Project: Freeciv
Submitted by: bardo
Submitted on: mar 29 oct 2013 11:25:47 GMT
Category: rulesets
Severity: 1 - Wish
Follow-up Comment #1, bug #21239 (project freeciv):
A similar rule easier to implement would be:
do not allow to attack a tile where the unit can not move due to ZoC effect
This way the limitation caused by ZoC would be the same for movement and
attack.
I personally prefer a customizable
Follow-up Comment #2, bug #21239 (project freeciv):
There is a mistake in previous post... sorry.
It must be possible to attack, but with a penalty. I'd rewrite it to:
When a unit attacks a tile where it can not move due to ZoC effect, the
defender gets a bonus to defense (for example +100%)
Follow-up Comment #4, bug #21239 (project freeciv):
I did not explain properly the first verion. I'll use your question about the
surrounded warrior to try to clarify both versions.
version 1)Penalty when a unit adjacent to an enemy unit attacks any other
tile.
version 2) Penalty when a unit
Follow-up Comment #6, bug #21239 (project freeciv):
Attached image with visual example.
Green line: normal attack
Red line: ZoC penalized attack
Blue line: varies from v1 to v2 (isolated unit always attacked without penalty
in v2)
I do not know how this rule would affect the AI, but it already
Follow-up Comment #4, bug #21242 (project freeciv):
From my tests with v2.3, the AI builds spaceship components if the
requeriments are already in the city, but AI does not seem to build those
requeriments with the only purpose of launching the spaceship.
In my ruleset the requirements to build
URL:
http://gna.org/bugs/?21320
Summary: AI do not adjust taxes to avoid losing buildings or
units due to low funds
Project: Freeciv
Submitted by: bardo
Submitted on: lun 02 dic 2013 08:33:06 GMT
Category: ai
Follow-up Comment #1, bug #21320 (project freeciv):
This bug is related to bug #20062, where I placed a savegame for default
ruleset and version 2.4beta1.
In that bug, I noticed that AI is coded to maximize the science when it can't
avoid the bankrupt by maximizing the taxes.
In this new
Follow-up Comment #5, bug #19589 (project freeciv):
I do not see it unrealistic if you think of tech upkeep as the bulbs needed to
keep the same technology level in every of your cities.
When you discover a primitive tribe, you automatically are allowed to build
your best units and buildings in
Follow-up Comment #6, bug #19589 (project freeciv):
...The bulb production of a city would be used first to tech the known
technologies to their citizens (tech upkeep), and only the surplus will be
used to learn new technologies based on those techs (research).
In the current system, every
Follow-up Comment #10, bug #19589 (project freeciv):
I have tested the patch over S2_5 and it seems to work as expected.
I noticed only one minor problem: when a new city is built or destroyed, the
tech upkeep value showed in the research window is not updated until the end
of turn.
Thank you
Follow-up Comment #13, bug #19589 (project freeciv):
Testing S2_5 (rev 24279) with Tech upkeep = Cities, it sometimes appear the
error message:
Trying to put -29 into 16 bits
being -29 (in this example) the bulbs produced per turn after taking the tech
upkeep into account.
The game continues
URL:
http://gna.org/bugs/?21559
Summary: mines over tundra (available in civ2civ3) not showed
in map
Project: Freeciv
Submitted by: bardo
Submitted on: mié 29 ene 2014 23:16:49 GMT
Category: art
Severity:
Follow-up Comment #2, bug #21559 (project freeciv):
You are right, I tested it with S2_5.
I'm glad it is fixed in Trunk.
___
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___
Mensaje
URL:
http://gna.org/patch/?4460
Summary: civ2civ3 ruleset update to v6
Project: Freeciv
Submitted by: bardo
Submitted on: vie 31 ene 2014 17:04:40 GMT
Category: rulesets
Priority: 5 - Normal
Follow-up Comment #2, patch #4460 (project freeciv):
Hi Davide.
I already included in this patch your fix to research lab description. I'll
add the info about mfg plant for next patch.
It seems you are using for Greatturn-08 what we called v2.4-4, the same rules
present in this repository (for
Follow-up Comment #4, patch #4460 (project freeciv):
I understand what you say, and I'm here in part to learn the procedures you
use to develop freeciv. But it is hard for me to find the best way to
procedure when I have to work on so many versions of the ruleset, when only
the latest one is
Follow-up Comment #8, patch #4460 (project freeciv):
Thank you cazfi.
I uploaded a .zip here instead of a diff patch because I wanted to know the
opinion of the developers about the changes, and as you have explained, to
know the best procedure to include them in the trunk.
My next planned step
Follow-up Comment #9, patch #4460 (project freeciv):
Patch for S2_5 is correct.
Patch for TRUNK only misses the change to description of mausoleum. I attach
the fix as a diff patch: Civ2civ3v6-fix1.patch
Please tell me if this is the right way to create patches, becuse I have
noticed your
Follow-up Comment #11, patch #4460 (project freeciv):
I see there is no contradiction, I understand that you requested one ticket
(not just one patch) per logical change.
I remade the whole patch including the fix, then I noticed the result was so
different from your patch, that I decided to
Follow-up Comment #12, patch #4460 (project freeciv):
Let me clarify that the readme inside the patch is correct, no need to change
it.
I just wanted to update the info of this ticket
Changes:
- Enabled Tech Upkeep, and multiplied by number of Cities.
- If a city supports more Military Units
Follow-up Comment #3, bug #21623 (project freeciv):
I like your solution.
I'll try to test the patch.
___
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Follow-up Comment #4, bug #21623 (project freeciv):
I have been testing this patch a bit with civ2civ3 rules (tech_cost_style = 2,
tech_leakage = 1, tech_upkeep_style = Cities) and it seems to work right:
- I tested different values for techlossrestore (-1, 0, 50, 100) and the bulbs
restored by
URL:
http://gna.org/bugs/?21637
Summary: civ2civ3 rules: enabled loss of techs
Project: Freeciv
Submitted by: bardo
Submitted on: mar 11 feb 2014 06:08:49 UTC
Category: None
Severity: 3 - Normal
Follow-up Comment #1, bug #21637 (project freeciv):
This patch requires the patch for bug #21623
(because I included the server setting techlossrestore)
___
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Follow-up Comment #3, bug #21637 (project freeciv):
ok, thank you.
___
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http://gna.org/
URL:
http://gna.org/bugs/?21640
Summary: AI set taxes 0% to luxury, and 0% science, in wrong
situations
Project: Freeciv
Submitted by: bardo
Submitted on: mié 12 feb 2014 02:48:44 UTC
Category: ai
Follow-up Comment #1, bug #21640 (project freeciv):
I found the cause, and it is not a bug, but a bad design, imho.
It is related to this code inside aihand.c
/* Put the remaining to tax or science. */
if (!adv_wants_science(pplayer) || dai_on_war_footing(ait, pplayer)) {
Follow-up Comment #2, bug #21640 (project freeciv):
I found the cause, and it is not a bug, but a bad design, imho.
It is related to this code inside aihand.c
/* Put the remaining to tax or science. */
if (!adv_wants_science(pplayer) || dai_on_war_footing(ait, pplayer)) {
URL:
http://gna.org/bugs/?21641
Summary: When gold_upkeep_style = 2, building upkeep not
taken into account for taxes
Project: Freeciv
Submitted by: bardo
Submitted on: mié 12 feb 2014 06:26:21 UTC
Category: ai
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