Follow-up Comment #1, patch #5474 (project freeciv):
By the way, it includes the new bases made by GriffonSpade:
http://forum.freeciv.org/f/viewtopic.php?f=12t=360
I may add them to Amplio2 too, if you agree.
___
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Follow-up Comment #15, patch #4739 (project freeciv):
I keep working on this alternate earth_civ2civ3.
Currently, it just includes some of the latest changes to the trunk version
that were not applied to S2_5 due to format freeze.
I plan to create the modpack when the first v2.5 (non-beta) is
Follow-up Comment #9, bug #22621 (project freeciv):
Yes, I think it is better to change 2.6 too.
Else, the bonus to movement encourages rush attacks at the start of the game,
and makes hard for new players to estimate the range of enemy attacks, even if
the AI can do it now.
Follow-up Comment #7, bug #22621 (project freeciv):
I finally made a patch to replace the move bonus, by a +50% chance of
veterancy after a combat.
In this patch the bonus does not affect to big land units, but it is
cumulative to Sun Tzu wonder.
I think Tribal is not going to be that
Follow-up Comment #11, patch #5011 (project freeciv):
It is ok to me.
___
Reply to this item at:
http://gna.org/patch/?5011
___
Mensaje enviado vía/por Gna!
http://gna.org/
Follow-up Comment #2, bug #22845 (project freeciv):
You are right, it was an error in my first patch. I didn't notice it.
___
Reply to this item at:
http://gna.org/bugs/?22845
___
Mensaje
Follow-up Comment #6, bug #22803 (project freeciv):
I agree it is odd to see the 2 messages (plague, and city grows) the same
turn. I like your new suggestion, I think these 2 effects will balance each
other:
(blocking the city from growing that turn) can lead to a small loss of stored
food.
the
Follow-up Comment #5, bug #22804 (project freeciv):
Maybe give some bonus for really big cities to encourage them?
Yep, I think big cities need some extra bonus, I'll check the new features of
experimental rules.
___
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Follow-up Comment #2, bug #22805 (project freeciv):
Added survive flag to the other effects of Apollo Program (except the extra
vision), and also to the other effect of Manhattan proyect related to UN.
(file #22688)
___
Additional Item
Follow-up Comment #2, bug #22804 (project freeciv):
Now I remember that another reason to change this requisite from aqueduct, to
pop 9, was to simplify the code because there are 3 different aqueduct types
in this ruleset, and it makes the requirements more complicated.
I made a simple patch
Follow-up Comment #4, bug #22803 (project freeciv):
I have been testing a game with this patch, and I'm afraid I did not fully
understand the effects of this patch when I read your description, and now I'm
thinking it would be good to keep it optional.
In my test I had a city with pop 8 that was
Follow-up Comment #3, bug #22804 (project freeciv):
With this patch, Size_Unlimit effect of Sewer system requires the presence of
one of the Aqueducts.
If all 3 aqueduct types are present in a city (possible with the editor), the
value of Size_Unlimit will be 3, but it worked properly in my
URL:
http://gna.org/bugs/?22845
Summary: civ2civ3: StackDeath on trench (pre-fortress)
Project: Freeciv
Submitted by: bardo
Submitted on: mar 21 oct 2014 22:35:22 UTC
Category: rulesets
Severity: 3 -
Follow-up Comment #7, patch #5027 (project freeciv):
My impressions after testing them a bit (by manually pasting them to
amplio2):
- I'm liking how the short wall looks in all terrains (5th from left to
right).
- When I test walls with towers both in front and rear (7th), they overlap and
it
Follow-up Comment #1, bug #22804 (project freeciv):
I remember I changed the pre-requisite of sewer system to pop 9 because the AI
was building the sewer system earlier than it was really needed (so maybe this
requirement is no longer needed).
Although it was not my intention that you can sell
Follow-up Comment #1, bug #22805 (project freeciv):
I agree those effects should survive the destruction of Apollo Program the
same way than the ability to build spaceships.
As you point, UN should not protect to players that are close to win the space
race.
I'll revise the inter relations of
Follow-up Comment #1, bug #22807 (project freeciv):
In this case, I think it is the description that should be updated.
Democracy has his own related wonder (women suffrage) to reduce the military
unhappiness. I like the fact that Temple of Zeus / King Richard has only half
the effect.
Follow-up Comment #1, bug #22803 (project freeciv):
I agree, it is more fair the way you propose.
In my opinion, no need to make it optional, since plague is already an
optional rule with several options to adjust it.
___
Reply to this
URL:
http://gna.org/bugs/?22621
Summary: civ2civ3: bonus to movement by government
Project: Freeciv
Submitted by: bardo
Submitted on: sáb 13 sep 2014 17:45:33 UTC
Category: rulesets
Severity: 2 - Minor
Follow-up Comment #3, bug #22621 (project freeciv):
We can also fix that bug. I guess you mean for defense?
Yes, I mean what cazfi said in bug #22567:
The cvi2civ3 movement bonus thing needs thinking. The problem is in the
granularity used when calculating how soon enemy can conquer the city
Follow-up Comment #1, bug #22456 (project freeciv):
It has happened to me several times, and I didn't know it was affected by
movement points.
The Tribal goverment of civ2civ3 gives an extra movement point, maybe this
bonus increase the chances of this kind of AI attacks at first contact?
I find
Follow-up Comment #5, patch #5027 (project freeciv):
The english name that you think fits better is ok to me. In spanish I'd vote
for aerodromo.
About the Trench, in game it acts more as an improvised fortification than as
actual trenchs. I like the idea of sandbag-line, or breastwork. But it
Follow-up Comment #2, bug #22446 (project freeciv):
I'm afraid I made the same mistake in patch #5011, I'll fix it.
___
Reply to this item at:
http://gna.org/bugs/?22446
___
Mensaje enviado
Follow-up Comment #3, bug #22446 (project freeciv):
I'm trying to apply this fix to patch #5011, but I'm confused.
There is an error message when I use DISABLE (instead of DISABLED) for
happyborders:
1: Can't read value for setting 'happyborders': In entry_bool_get()
[registry_ini.c:3123]:
Follow-up Comment #3, patch #5011 (project freeciv):
New patch where I use TRUE and FALSE instead of ENABLED and DISABLED for
all settings, except for borders that seems to require a String (not
boolean) value.
Patch for rev25768, where bug #22446 was already applied.
(file #21683, file #21684)
Follow-up Comment #2, bug #22438 (project freeciv):
It looks like a good fix.
___
Reply to this item at:
http://gna.org/bugs/?22438
___
Mensaje enviado vía/por Gna!
http://gna.org/
Follow-up Comment #8, bug #22417 (project freeciv):
Patch done the way persia suggested.
It prevents sea unitclass from building irrigations and mines.
Except for trunk, where sea units can build mines in deep ocean once
Miniaturization is researched.
Since transports can already clean pollution
Follow-up Comment #4, patch #5007 (project freeciv):
In spanish it'd be something like obrero(laborer), capataz(foreman),
perito(?) and titulado(chartered).
But taking into account the scale, as you point, I'd prefer
experimentado(experienced), cualificado(skilled), experto(expert),
Follow-up Comment #1, bug #22433 (project freeciv):
If I remember, one Population_Pollution_Inc is needed in order to enable the
pollution caused by population, but it would be cero at this point until the
effect Pollu_Pop_Pct is raised by the buildings.
I think it is not a bug, but there might
Follow-up Comment #3, patch #5014 (project freeciv):
I think it will fit civ2civ3. Please, if you add it to classic rules, add it
to civ2civ3 too, with the same chance than the other disasters (currently
100/1).
___
Reply to this item
Follow-up Comment #3, bug #22433 (project freeciv):
Also, it creates a perverse incentive to lose the Industrialization tech
after building all your buildings.
Good point.
I recently created a patch for trunk (patch #4967) that uses the new feature
to avoid holes in the tech tree. I think it will
Follow-up Comment #1, bug #22434 (project freeciv):
You are right.
Talking about Hoover Dam, this is a wonder that I'm not sure if it is worth
the cost in civ2civ3. I balanced the rules as if it was important for the
player to prevent the pollution and the global warning: solar plants, recycle
Follow-up Comment #4, bug #22330 (project freeciv):
As you say, there was a palace in one of the barbarian cities. I used the edit
mode to remove the palace and to verify there were no differences with and
without palace.
I also gave them the techs that cause changes to the corruption/waste in
Follow-up Comment #1, patch #5007 (project freeciv):
I'm not good choosing names, but I like the idea to give them custom names.
Also, the bonus seems very generous; elite Engineers work 4x as fast as
Workers, and an Engineer has a 50% chance of being elite after 127 turns of
activity. Is this
Follow-up Comment #1, bug #22421 (project freeciv):
This was a bug indeed. I'll test your patch.
___
Reply to this item at:
http://gna.org/bugs/?22421
___
Mensaje enviado vía/por Gna!
Follow-up Comment #1, patch #5011 (project freeciv):
I like the idea to lock it. Maybe with a sort comment in the same line of
game.ruleset, so possible modders know why is locked.
___
Reply to this item at:
http://gna.org/patch/?5011
Follow-up Comment #3, bug #22395 (project freeciv):
I personally find lack of tired_attack bad for game balance - what's the
point of fast units when any unit can attack with full power even after moving
next to the city same turn (without giving opportunity to counter-attack)
I agree about the
Follow-up Comment #2, bug #22421 (project freeciv):
Tested with trunk rev25768, amplio2, and gtk2 client.
Maglev gfx looks right to me.
One question about amplio. I still like the colors and icons of this old
tileset more than the new amplio2, and I see it is still hosted here. Are
there plans
Follow-up Comment #2, patch #5010 (project freeciv):
Has anyone tried autogames involving teams with pooled research disabled? I
suspect that one reason it's buggy is that it's a non-default configuration.
I played a couple of games with v2.5, civ2civ3 rules, all AIs in same team,
and pooled
Follow-up Comment #2, patch #5011 (project freeciv):
Patch to disable team_pooled_research by default for trunk.
Option locked (and commented) for v2.5.
I also simplified the description of the ruleset because I think it is no
longer accurate. Removed this part:
Adapted for single player, with
Follow-up Comment #1, bug #22424 (project freeciv):
If you could do that, I could backport the civ2civ3 feature to mine oceans
from trunk to v2.5.
Right now I'm testing a patch for bug #22417 where I also changed from buoys
to mines the requirement to get the shield bonus from offshore plataform
Follow-up Comment #4, bug #22424 (project freeciv):
That seems like a bit of a big change to make after beta1
Right, right, I forgot compatibility.
Maybe it could go in the 2.5 version of the civ2civ3 dev modpack
Yep, I plan to make a modpack version with the changes that can not go into
s2_5.
Follow-up Comment #1, bug #22385 (project freeciv):
You are right.
When civ2civ3 was in development as a separate modpack, I didn't take much
care about keeping compatibility because many rules were changed from one
version to the next.
Now that this ruleset is part of freeciv development here,
Follow-up Comment #5, bug #22374 (project freeciv):
on a river tile in enemy territory land units ignore the river and travel on
the terrain, but triremes ignore the terrain and travel on the river.
The way it sounds seems realistic to me. The land units require extra
infrastructure in order to
Follow-up Comment #2, patch #4966 (project freeciv):
I'm also thinking that the movement of modern big land units is high enough
with standard railroads, while infantry is the class that would need more this
boost to movement. It might be better for gameplay to keep maglev native to
non wheeled
Follow-up Comment #5, patch #4812 (project freeciv):
New patch with some additional adjustments:
- Increased fuel of all Air units by one.
- All Air units lose 10% of HPs, like helicopters, when they end out of a city
or airbase.
- Increased range of Cruise Missiles to 16, so it is greater than
Follow-up Comment #6, patch #4812 (project freeciv):
The patch was made for rev25650, but I have been unable to test the new
airlifting capability because the Airlift button is always disabled for me in
this version, even with unmodded classic rules.
I'll open a bug ticket if the problem
Follow-up Comment #4, patch #4966 (project freeciv):
New patch to make maglev native only to Land and Small Land.
Big land and Merchant would represent some heavy units and heavy goods not
suitable for maglev. And I like it much more this way for gameplay reasons
too.
Patch for rev25650.
Follow-up Comment #2, bug #22308 (project freeciv):
Good catch. We allowed bases on rivers with the patch that introduced
pre-bases.
I liked the new helptexts you made for roads and rivers, I'll take them into
account for future patches.
Follow-up Comment #3, patch #4935 (project freeciv):
I like it for civ2civ3 too. Now that we are planing to increase the fuel for
air units, I think it is going to be important to remove the ability to impose
ZOC for all air units, even helicopters because they are not reachable in
civ2civ3.
I
URL:
http://gna.org/patch/?4965
Summary: civ2civ3: partisans linked to city nationality
Project: Freeciv
Submitted by: bardo
Submitted on: dom 20 jul 2014 01:53:03 UTC
Category: rulesets
Priority: 5 -
URL:
http://gna.org/patch/?4966
Summary: civ2civ3: maglev
Project: Freeciv
Submitted by: bardo
Submitted on: dom 20 jul 2014 02:45:11 UTC
Category: rulesets
Priority: 5 - Normal
Status:
URL:
http://gna.org/patch/?4967
Summary: civ2civ3: do not allow holes in tech tree
Project: Freeciv
Submitted by: bardo
Submitted on: dom 20 jul 2014 02:58:12 UTC
Category: rulesets
Priority: 5 - Normal
URL:
http://gna.org/bugs/?22365
Summary: civ2civ3: help claims that big land units are river
native
Project: Freeciv
Submitted by: bardo
Submitted on: dom 20 jul 2014 03:47:03 UTC
Category: None
Severity:
Follow-up Comment #16, patch #4608 (project freeciv):
I forgot to remove the DiplomatDefense from the new pre-base named Airfield,
as we did in bug #22188 for the Airbase.
I'll create a new patch.
___
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Follow-up Comment #1, bug #22292 (project freeciv):
I guess I chose Mausolos because it was Mausolo in spanish. Thanks for the
right traduction.
___
Reply to this item at:
http://gna.org/bugs/?22292
Follow-up Comment #4, patch #4812 (project freeciv):
I keep thinking about this issue.
In my opinion, a desired behavior for air units should allow the usual tactics
that we saw in WW2. It should be possible:
1) to send Bombers alone to weaken enemy cities.
2) to lose Bombers against enemy
Follow-up Comment #3, patch #4812 (project freeciv):
I'm liking your alternative solution. Something similar was suggested in the
greaturn forums.
I made this patch with increased fuel because it is the way I played in my
latest game, and it is the only way I found to recreate air to air
Follow-up Comment #2, patch #4842 (project freeciv):
I guess it is better to keep all settings, in order to keep it similar to rest
of scenarios.
New patch where I only changed the settings related to the starting positions:
num of players 30, max players 38, and one initial settler (the way I
URL:
http://gna.org/bugs/?22234
Summary: Scenarios could be compatible with more than one
ruleset
Project: Freeciv
Submitted by: bardo
Submitted on: lun 23 jun 2014 20:26:09 UTC
Category: rulesets
Follow-up Comment #3, bug #8 (project freeciv):
You mean 2.5 format, as that's the latest update done for scenarios?
Yes, I wasn't sure which version changed them. I had not played it since
v2.3.
I added manually the line to force non-ISO topology, and it is working for me.
Patch attached.
URL:
http://gna.org/patch/?4842
Summary: Scenario earth-160x90: Updated starting positions
Project: Freeciv
Submitted by: bardo
Submitted on: lun 23 jun 2014 23:31:43 UTC
Category: rulesets
Priority: 3 -
URL:
http://gna.org/bugs/?8
Summary: scenario earth-160x90-v2 wrong topology
Project: Freeciv
Submitted by: bardo
Submitted on: sáb 21 jun 2014 12:24:00 UTC
Category: None
Severity: 3 - Normal
Follow-up Comment #11, patch #4739 (project freeciv):
I've been keeping a couple of rulesets synchronized with freeciv TRUNK. I
also have updated some rulesets from freeciv release to freeciv release. I can
tell that latter is much easier. Though the step is bigger, it's just one step
and you can
Follow-up Comment #13, patch #4739 (project freeciv):
Actually, if this alternative ruleset is hosted here it will be much more
easier for me, and for everyone interested to submit patches.
I just think that keeping it continually updated will be an extra work for you
developers, so what you
Follow-up Comment #6, patch #4739 (project freeciv):
I'm liking the way civ2civ3 is being managed here by cazfi.
When I send a new patch, I feel safer because I know that someone who knows
the code, and the compatibility rules, is going to check the patch. If cazfi
agree to continue this way, I'm
Follow-up Comment #7, patch #4739 (project freeciv):
While setting this system up, one thing to consider is savegame
compatibility...
From now on, I'll try to take into acount these compatibility issues. I'll
also use as guide for new patches the idea that a game started with a freeciv
version
Follow-up Comment #1, patch #4816 (project freeciv):
My plan was to enable zones of control in deep oceans because I like naval
units to be able to protect adjacent units without moving to the same tile,
and because it could encourage the use of naval formations.
But I do not like to enable ZOCs
URL:
http://gna.org/patch/?4816
Summary: civ2civ3: ZoCs not affected by non military units.
Project: Freeciv
Submitted by: bardo
Submitted on: mar 17 jun 2014 12:26:24 UTC
Category: None
Priority: 5 -
Follow-up Comment #3, patch #4806 (project freeciv):
Updated patch that use mines instead of buoys as requisite to get extra shield
in deep ocean when there is an offshore platform in the city.
I was going to create a different patch, but it would conflit with this one,
and they are related
Follow-up Comment #14, patch #4608 (project freeciv):
Updated patch for TRUNK:
- Added Trench and Airfield bases, as pre-requisite for Fortress and Airbase,
in order to prevent the construction of full bases in one single turn.
- Airbases and Fortresses can be built on river tiles again.
It may
URL:
http://gna.org/patch/?4817
Summary: [Metaticket] civ2civ3
Project: Freeciv
Submitted by: bardo
Submitted on: mar 17 jun 2014 16:20:46 UTC
Category: rulesets
Priority: 5 - Normal
Follow-up Comment #3, patch #4739 (project freeciv):
My opinion about experimetal ruleset is that it is very useful for ruleset
authors when developers of new engine features include an example in this
experimental ruleset, so we can see how the new features are supposed to be
used.
I find
URL:
http://gna.org/patch/?4811
Summary: civ2civ3: increase explorer vision
Project: Freeciv
Submitted by: bardo
Submitted on: lun 16 jun 2014 12:40:02 UTC
Category: rulesets
Priority: 3 - Low
Follow-up Comment #1, patch #4811 (project freeciv):
From now on I'll not include a version for S2_5 unless it is a bugfix.
And I will not change the date in the header of the readme to avoid conflicts
while applying the patches.
___
URL:
http://gna.org/patch/?4812
Summary: civ2civ3: increased fuel of air units
Project: Freeciv
Submitted by: bardo
Submitted on: lun 16 jun 2014 15:55:37 UTC
Category: None
Priority: 5 - Normal
Follow-up Comment #1, patch #4812 (project freeciv):
I did not include this change in previous versions because the AI did not
build fighters with fuel 2, while they did build the same fighters with fuel
1.
It seems this is no longer a problem in trunk.
Follow-up Comment #2, patch #4806 (project freeciv):
Changes:
- Readjusted terrain transformations. Designed so all useful alterations can
be finished in 1 or 2 steps, and all effects from Global warming can be
reversibly with terraforming.
- Allowed early transformation from Forest to
Follow-up Comment #5, patch #4805 (project freeciv):
Obviously realism cannot be used as the guideline here, as none of these
things is realistic. So it becomes mainly gameplay and balance issue - we
should disallow major exploits.
I do not say that it is less realistic this use of transports,
Follow-up Comment #7, bug #21942 (project freeciv):
The first attached file was the gdb backtrace with kubuntu 13.10.
This one with kubuntu 14.04, TRUNK rev25130, and gtk3 client.
The gtk2 client of same revision seems to work fine for me. I can even see the
unit animations that I haven't seen
Follow-up Comment #8, bug #21849 (project freeciv):
I have upgraded to kubuntu 14.04 (from 13.10), and now I can see the unit
animations. They work both with gtk2 and gtk3 clients.
I have tested the same revision where animations were not working for me, and
now I can see them.
I found a
URL:
http://gna.org/patch/?4806
Summary: civ2civ3: terrain transformations
Project: Freeciv
Submitted by: bardo
Submitted on: dom 15 jun 2014 14:04:01 UTC
Category: rulesets
Priority: 5 - Normal
Follow-up Comment #1, patch #4806 (project freeciv):
Before I attach the patch, I'd like to know the opinion of freeciv developers
about the future of civ2civ3 rules.
Now that this ruleset is included in official release, I wonder if I should
try to stop modifing the rules, except when it is
Follow-up Comment #5, bug #21942 (project freeciv):
Let me know if there is something I can do to help find the cause.
___
Reply to this item at:
http://gna.org/bugs/?21942
___
Mensaje
Follow-up Comment #2, bug #22188 (project freeciv):
I'm going to submit some minor patches for civ2civ3 issues pointed in the
forums.
I'll do the patch for this one too, if you agree.
___
Reply to this item at:
Follow-up Comment #1, patch #4805 (project freeciv):
Something that I liked from freeciv compared to other civs is that it was not
possible to use chains of transports in order to move units indefinitely in
one single turn.
If you allow transferring units between transports on the same tile, I'm
URL:
http://gna.org/bugs/?22191
Summary: civ2civ3: granary reduces the waste of food by
distance
Project: Freeciv
Submitted by: bardo
Submitted on: sáb 14 jun 2014 17:17:10 UTC
Category: None
Severity: 3 -
Follow-up Comment #2, bug #22187 (project freeciv):
In the meanwhile, do you think civ2civ3 should allow all units to disembark
from helicopters everywhere?
___
Reply to this item at:
http://gna.org/bugs/?22187
URL:
http://gna.org/bugs/?22192
Summary: civ2civ3: Marco Polo's Embassy overpowered with many
players
Project: Freeciv
Submitted by: bardo
Submitted on: sáb 14 jun 2014 17:38:47 UTC
Category: None
Follow-up Comment #6, bug #22188 (project freeciv):
Attached patch to remove DiplomatDefense from Airbases.
(file #21005, file #21006)
___
Additional Item Attachment:
File name: civ2civ3-airbase.patch Size:0 KB
File name:
Follow-up Comment #1, bug #22158 (project freeciv):
The way I see it, I think the upkeep should take into acount all the cities
from all the players on the same team, as you point.
The original idea of this new style was to redefine the tech upkeep as the
bulbs needed per city.
When the tech
Follow-up Comment #2, bug #21942 (project freeciv):
I just updated to kubuntu 14.04, I compiled rev25134 with gtk3 enabled, and it
keep crashing when I build my first city.
___
Reply to this item at:
http://gna.org/bugs/?21942
Follow-up Comment #5, bug #22051 (project freeciv):
I didn't notice this change, but the behavior of AutoOnCityCenter makes sense
to me, I personally like it for civ2civ3 ruleset.
I'll see what other players say.
___
Reply to this item at:
Follow-up Comment #9, patch #4636 (project freeciv):
ok, I'll do it.
___
Reply to this item at:
http://gna.org/patch/?4636
___
Mensaje enviado vía/por Gna!
http://gna.org/
Follow-up Comment #10, patch #4636 (project freeciv):
Updated patch with conflicts between bases, instead of requirements.
(file #20595, file #20596)
___
Additional Item Attachment:
File name: civ2civ3-bases-2.patch Size:6 KB
File
URL:
http://gna.org/bugs/?21952
Summary: civ2civ3: helicopters can't load/unload units out of
cities or airbases
Project: Freeciv
Submitted by: bardo
Submitted on: mar 22 abr 2014 09:54:58 UTC
Category: rulesets
Follow-up Comment #2, bug #21952 (project freeciv):
That is, thank you. It is well documented, I should have found it by myself.
Attached patch to allow all modern infantry units (non upgradable) to
embark/disembark to Helicopters.
I planned for some time to allow Riflemen to upgrade to Marine
Follow-up Comment #7, patch #4636 (project freeciv):
Is there specific reason you've done this via requirements and not made them
to conflict with each other, i.e., allowing the another one to be built but
replacing the existing ones in the process?
My fault, I didn't notice that feature. It
Follow-up Comment #13, bug #21851 (project freeciv):
I think you are right about X server, jtn.
Can you spot any other process' memory usage increasing?
In my case, the process freeciv-gtk2 keeps constant memory usage, kwin
changes when I open window, but it returns to similar memory usage when I
Follow-up Comment #7, bug #21849 (project freeciv):
Right, my problem with gtk2 looks the same than bug #19921 for gtk3.
If I set a very high animation time, I see a big delay and then instant
movement.
If I do e(X)plore on an Explorer unit, I do not see it move through the
intermediate tiles.
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