Follow-up Comment #1, bug #18521 (project freeciv):
I just upgraded on 2.3.0 and I confirm not being able to drag drop (drag n'
drop, drag-drop, drag drop) in cities production tab from Source Tasks (to
Target Worklist) nor prioritize in the Target Worklist ; both drag dropping
possibilities I
Follow-up Comment #13, bug #18517 (project freeciv):
@thenerd there's also reorder arrows on the separator bar, being vertical (up
down).
I much prefer drag dropping though. :
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URL:
http://gna.org/bugs/?18754
Summary: Unit context menu too responsive
Project: Freeciv
Submitted by: dynv
Submitted on: Wed 28 Sep 2011 07:40:16 AM GMT
Category: client-gtk-2.0
Severity: 2 - Minor
URL:
http://gna.org/bugs/?18755
Summary: minimap has scroll when widgets NOT for small
displays
Project: Freeciv
Submitted by: dynv
Submitted on: Wed 28 Sep 2011 08:06:13 AM GMT
Category: client-gtk-2.0
Follow-up Comment #1, bug #18755 (project freeciv):
Oh! The title mentioned it but I forgot to detail it in the description: I
thought the behavior (scroll bars) was related to the interface (tab) option
Arrange widget for small display but unchecking it stayed the same ; even
after leaving the
Follow-up Comment #3, bug #17892 (project freeciv):
+1
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URL:
http://gna.org/bugs/?18756
Summary: deep wish: stacked units verification
Project: Freeciv
Submitted by: dynv
Submitted on: Wed 28 Sep 2011 08:41:29 AM GMT
Category: client-gtk-2.0
Severity: 1 - Wish
URL:
http://gna.org/bugs/?18758
Summary: status popup in the way of path
Project: Freeciv
Submitted by: dynv
Submitted on: Thu 29 Sep 2011 08:32:24 AM GMT
Category: client-gtk-2.0
Severity: 2 - Minor
Follow-up Comment #1, bug #18754 (project freeciv):
Severity: 3
set Severity 3
Severity=3
If the previous command attempts was unsuccessful, please set this bug to
normal. I was previously more involved with units, thus interested in the
Present units sections ; but now that I made a couple
Follow-up Comment #6, bug #18756 (project freeciv):
Again this is my ultimate vision, it doesn't relate to the issue (bug), but
if you understand the vision you can easily understand this issue.
You add a group option then you add units to it and with a single click
select all units of it
Follow-up Comment #3, bug #18755 (project freeciv):
I replied by email to freeciv-dev@gna.org to include the quote, as I didn't
see a quote button on the web interface, but the email has been stuck in
moderation for 2 days.
or it should behave like a view-port (like interactive real
world map
Follow-up Comment #7, bug #18756 (project freeciv):
I suspect (strongly) that this issue apply to all clients so please change
the category to reflect it (to client).
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Follow-up Comment #8, bug #18756 (project freeciv):
oops! and Operating System to Any.
I wish I knew the commands to change the flags of the issues I created.
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URL:
http://gna.org/bugs/?18775
Summary: city distance in Goto/Airlift Unit
Project: Freeciv
Submitted by: dynv
Submitted on: Sun 02 Oct 2011 11:16:47 AM GMT
Category: client
Severity: 1 - Wish
Follow-up Comment #2, bug #18775 (project freeciv):
Up to now in similar games, I've mostly used Goto for damaged units to get
back to the closest (mine/allied) city, mostly when I'm attacking into enemy
territory ; the exception to this would be when defending (thus in mine/allied
territory)
Follow-up Comment #4, bug #18775 (project freeciv):
I suppose it does. I was just suggesting that feature (distance in
Goto/Airlift Unit window) as other spawn of the game has it. It,s always nice
to see the paths to the nearest cities, not just limiting oneself to 1
(closest).
Follow-up Comment #1, bug #14264 (project freeciv):
+1
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URL:
http://gna.org/bugs/?18786
Summary: modifiable minimal distance from borders by
auto-worker
Project: Freeciv
Submitted by: dynv
Submitted on: Tue 04 Oct 2011 11:34:38 PM GMT
Category: client
Severity
Follow-up Comment #3, bug #14264 (project freeciv):
A fortress (200% def) only give 50% more than fortifying, is only 1 tile wide
and will allow enemies to go through unless there's a unit inside.
If you disapprove, just say so ; there's no need to go into bashing.
Follow-up Comment #5, bug #14264 (project freeciv):
Since ancient times there has been tunneling detection systems, which is
quite complex ; how about in an imaginary world (don't know if it ever
happened historically), there would be a simple rope system that upon wall
bricks at a level fall
URL:
http://gna.org/bugs/?20942
Summary: Terrain resource translucent over city
Project: Freeciv
Submitted by: dynv
Submitted on: Wed 03 Jul 2013 03:44:00 PM GMT
Category: client
Severity: 1 - Wish
Follow-up Comment #1, bug #20943 (project freeciv):
Release=2.3.4, gui-gtk-2.0
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URL:
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Summary: Food/Prod/Trade increase notification
Project: Freeciv
Submitted by: dynv
Submitted on: Wed 03 Jul 2013 04:36:41 PM GMT
Category: client
Severity: 1 - Wish
URL:
http://gna.org/bugs/?20954
Summary: Fortress not extending national border
Project: Freeciv
Submitted by: dynv
Submitted on: Wed 10 Jul 2013 04:19:50 AM GMT
Category: general
Severity: 2 - Minor
Follow-up Comment #2, bug #20954 (project freeciv):
It does explain the problem. However I did mention that I waited an extra turn
in my explanation. Also, an more importantly, I have trouble understanding the
point #3.
Do you mean if player A put a fortress in the limit of it's unclaimed border
Follow-up Comment #7, bug #17015 (project freeciv):
+1
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URL:
http://gna.org/bugs/?20980
Summary: Apollo Program won't update city nation upon change
Project: Freeciv
Submitted by: dynv
Submitted on: Wed 17 Jul 2013 08:19:44 PM GMT
Category: client
Severity: 2
Follow-up Comment #1, bug #20980 (project freeciv):
The next turn the cities updated their nation. Although I'm wondering if it
had to do with the fact that I made contact with one (the same turn as the
change); if the contact fixed the problem, it would partly remain a problem.
Now I'm
URL:
http://gna.org/bugs/?20982
Summary: Request transport of non-aggressive units
Project: Freeciv
Submitted by: dynv
Submitted on: Sun 21 Jul 2013 04:28:26 AM GMT
Category: client
Severity: 1 - Wish
URL:
http://gna.org/bugs/?21005
Summary: Purging future target which required technology
becomes available
Project: Freeciv
Submitted by: dynv
Submitted on: Mon 05 Aug 2013 07:05:38 PM GMT
Category: client-gtk-2.0
URL:
http://gna.org/bugs/?21188
Summary: cities should have the option to ignore growth
limitations
Project: Freeciv
Submitted by: dynv
Submitted on: Thu 10 Oct 2013 09:32:47 PM GMT
Category: client
URL:
http://gna.org/bugs/?21197
Summary: Info fieldset should show effects in the contextual
menu for trade [1]
Project: Freeciv
Submitted by: dynv
Submitted on: Mon 14 Oct 2013 11:37:20 PM GMT
Category: None
Follow-up Comment #1, bug #21197 (project freeciv):
Category = client
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Follow-up Comment #3, bug #21197 (project freeciv):
How is it hard? I use the editor, I middle-click a /city/, I check in/out
Super Highways, bingo! Right away, not even 1 second delay.
I think developers made most aspects of the game very efficient to change,
otherwise turn change would be
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