Hi,
after getting fed up with the slow speed of freeciv in a large game I
did some profiling. One thing I noticed is that there are MACROS that
use one of their arguments twice. With the change to make the
player_index a function call they are not called with a function
call as argument instead
anonymous no-reply.invalid-addr...@gna.org writes:
Follow-up Comment #1, bug #14452 (project freeciv):
Possible guidelines:
1) Never allow building of buildings replaced by active wonder
2) Always allow building of buildings replaced by active wonder
3) Allow building buildings replaced by
Matthias Pfafferodt matthias.pfaffer...@mapfa.de writes:
Hello Goswin,
Thanks for testing the patch. Here only a short answer; more later ...
At the moment the freeciv development is really fast. So there seems to be
some changes which require an update of the patch. I tested the entire
(+=bonus, -=bonus, *=bonus or /=bonus).
Le mercredi 07 octobre 2009 Ã 06:14 +0200, Goswin von Brederlow a
écrit :
anonymous no-reply.invalid-addr...@gna.org writes:
Follow-up Comment #1, bug #14452 (project freeciv):
Possible guidelines:
1) Never allow building of buildings replaced
Matthias Pfafferodt matthias.pfaffer...@mapfa.de writes:
Am Wednesday 07 October 2009 13:22:13 schrieb Goswin von Brederlow:
Matthias Pfafferodt matthias.pfaffer...@mapfa.de writes:
Hello Goswin,
Thanks for testing the patch. Here only a short answer; more later ...
At the moment
Matthias Pfafferodt matthias.pfaffer...@mapfa.de writes:
Am Saturday 10 October 2009 09:54:26 schrieb Goswin von Brederlow:
Matthias Pfafferodt matthias.pfaffer...@mapfa.de writes:
Am Thursday 08 October 2009 01:43:23 schrieb Goswin von Brederlow:
On a related matter, how does migration
Matthias Pfafferodt matthias.pfaffer...@mapfa.de writes:
[...]
city_radius_sq = 5 = city_radius = 2
mgr_dist = 2
max distance for migration (tiles) = 2 + 2 =4
city_radius_sq = 10 = city_radius = 3(.1) = 3
mgr_dist = 2
max distance for migration (tiles) = 3 + 2 =5
Yes, that is
Goswin von Brederlow goswin-...@web.de writes:
Matthias Pfafferodt matthias.pfaffer...@mapfa.de writes:
My biggest city is size 17 so far. I will have to see if the plague
allows the city to grow to size 30 at all.
Did you try the experimental ruleset? There, some buildings with a 'health
Michael Kaufman kauf...@physics.wisc.edu writes:
interesting idea, and easily doable. In fact a nice little project for
someone wanting to get their feet wet.
Add a timing struct for each AI. Each turn for each AI, calculate the time
it takes for various major actions (city management, unit
Marko Lindqvist cazf...@gmail.com writes:
For a couple of years now I have been testing freeciv building on
several environments. Results of these builds are at
http://www.cazfi.net/freeciv/testing/compilation.php
These builds are not fully automatic nightly builds but have to be
initiated
Matthias Pfafferodt no-reply.invalid-addr...@gna.org writes:
Follow-up Comment #4, patch #1234 (project freeciv):
The problem I see is that this makes it rather unpredictable
how many units will be build. Even if you have 2 or 3 build
slots that does not mean you will build 2 or 3 units of
Matthias Pfafferodt no-reply.invalid-addr...@gna.org writes:
Follow-up Comment #5, patch #1234 (project freeciv):
What is wrong with building the next unit in the list and
possibly showing the number of turns required as 0 for all but
the first of a set?
I think this would be to powerfull
pepeto no-reply.invalid-addr...@gna.org writes:
Follow-up Comment #3, bug #14621 (project freeciv):
Only every 10/11/12/14 cities added. This also needs to happen
when a city is lost.
Were you planning to post a patch?
Not me.
MfG
Goswin
Pepeto pepet...@gmail.com writes:
Le dimanche 01 novembre 2009 Ã 16:16 +0100, Goswin von Brederlow a
écrit :
pepeto no-reply.invalid-addr...@gna.org writes:
Update of patch #1349 (project freeciv):
Status: In Progress = Ready For Test
Hi,
I recently updated to freeciv 2.4-beta2 and tried to play a old custom
ruleset. Given the age of the rule set it failed to load at all and I
had to update it. Updating from version 1.9 (or even older) rulesets
to 2.4 was quite a leap so some things didn't work right.
The first thing was that
Follow-up Comment #3, bug #20216 (project freeciv):
One can show the number of units owned by a city. Unfortunately that includes
units without upkeep.
It would be nice if one could add a column (each) for amount of upkeep food,
shield, gold of each city. The column should show the actual upkeep
URL:
http://gna.org/bugs/?20890
Summary: Better way to display build slots
Project: Freeciv
Submitted by: mrvn
Submitted on: Tue 11 Jun 2013 11:35:04 AM GMT
Category: client-gtk-2.0
Severity: 1 - Wish
URL:
http://gna.org/bugs/?20894
Summary: Idea: Mark tiles as do-not-use/force-use in the city
map to help with overlaps
Project: Freeciv
Submitted by: mrvn
Submitted on: Thu 13 Jun 2013 09:53:51 AM GMT
Category: None
Follow-up Comment #1, bug #20983 (project freeciv):
Unless I'm mistaken the researched bulb are not lost when gaining a tech
through diplomacy with the default settings. So while buying the tech only
saves one turn it also gives a huge leg up for the next tech (since the bulbs
transfer to that).
Follow-up Comment #1, patch #4144 (project freeciv):
How about freeciv-editrules, freeciv-edit-rules?
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Follow-up Comment #3, patch #4224 (project freeciv):
I would like to be able to set different limits for different types of unis.
E.g. only 3 tanks fit on a tile or 2 helicopters but only a total of 4
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Israel israel_...@yahoo.com.br writes:
Hello,
I am interested in working on FreeCiv AI, and would like to know if there is
any documentation or begin reading this doc to help me. It's my first
contact
with the freeciv code, so maybe I should start from something more general
than
the AI
Bernd Jendrissek bernd.jendris...@gmail.com writes:
On Mon, May 24, 2010 at 6:15 AM, Goswin von Brederlow goswin-...@web.de
wrote:
I would also like the AI to run as seperate client (that way it can't
use privileged information from the server at all) or at least seperate
thread. In large
David Lowe doctorjl...@verizon.net writes:
On 23 May, 2010, at 10:15 PM, Goswin von Brederlow wrote:
An argument for seperate AI clients would also be that it makes
developing the AI more fun.
I like this idea. Battle For Wesnoth has an API so that people
can try their hand
Matthias Pfafferodt matthias.pfaffer...@mapfa.de writes:
Am Tuesday 29 June 2010 22:59:03 schrieb Andreas Røsdal:
* Server architecture:
The current single-threaded architecture of the Freeciv server will also
be a limitation for large Longturn games. The server should probably be
URL:
http://gna.org/bugs/?16776
Summary: Research report isn't updated when changing
governor in cities report
Project: Freeciv
Submitted by: mrvn
Submitted on: Tuesday 09/28/2010 at 16:24
Category: client-gtk-2.0
URL:
http://gna.org/bugs/?16777
Summary: Having multiple units on a field resizes the large
map view
Project: Freeciv
Submitted by: mrvn
Submitted on: Tuesday 09/28/2010 at 16:40
Category: client-gtk-2.0
URL:
http://gna.org/bugs/?16778
Summary: Client segfaults when buying while the cities
report is open
Project: Freeciv
Submitted by: mrvn
Submitted on: Tuesday 09/28/2010 at 19:51
Category: client-gtk-2.0
Follow-up Comment #1, bug #16776 (project freeciv):
Same when changing tax rates.
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Follow-up Comment #2, bug #16777 (project freeciv):
I've been seeing this for a long time now. Can't say if it was fixed in some
versions I didn't use but it is still present in a recent svn checkout
(revision 18101).
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Follow-up Comment #3, bug #16777 (project freeciv):
Oh, and yes, that is the same behaviour as #15504. Just a different cause.
Probably a different solution too since it should just display less units
before adding the '' icon.
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Additional Item Attachment, bug #16778 (project freeciv):
File name: freeciv-T0002-Y-3998-manual.sav.bz2 Size:19 KB
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Follow-up Comment #2, bug #16778 (project freeciv):
Seems to be hapening in just any game. Attached a game anyway. Load game,
press f4, sort by Currently Building, select Michelangelos Chapel and press
buy.
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URL:
http://gna.org/bugs/?16793
Summary: Diagonal/sperical multiple selection box (for hex
tiles)
Project: Freeciv
Submitted by: mrvn
Submitted on: Thursday 09/30/2010 at 18:04
Category: client
Severity:
URL:
http://gna.org/bugs/?16809
Summary: Barbarian/Pirates should have skill levels
Project: Freeciv
Submitted by: mrvn
Submitted on: Sunday 10/03/2010 at 00:34
Category: ai
Severity: 3 - Normal
Follow-up Comment #2, bug #16809 (project freeciv):
But what if I want weak barbarians and mean pirates?
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Follow-up Comment #1, bug #16812 (project freeciv):
To be clear currently it shows just 4 when a city has 4 trade routes. I
want that to show 4 (+10) when the 4 trade routes produce 10 extra tade. So
only a minor change.
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Follow-up Comment #4, bug #16809 (project freeciv):
Any new barbarian should be easy and any new pirate should be hard.
As player I won't know when barbarians or pirates are created unless they are
near my cities, right? It would also be anoying having to set them every
time.
Follow-up Comment #2, bug #16808 (project freeciv):
Maybe a server setting is appropriate then switching between using the same
difficulty and the default difficulty.
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Follow-up Comment #6, bug #16809 (project freeciv):
Just for fun. Some incentive against building coastal towns.
Inland save, coast unsafe.
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URL:
http://gna.org/bugs/?16867
Summary: Fails to build: struct
packet_server_setting_bitwise not defined
Project: Freeciv
Submitted by: mrvn
Submitted on: Thursday 10/14/2010 at 12:00
Category: client
Follow-up Comment #4, bug #16867 (project freeciv):
Marko seems indeed to be right. The generated files weren't removed in clean
so an older version ended up in the debian patch and that causes timestamp
problems. I've made sure they are removed now on debian/rules clean and then
it builds fine.
URL:
http://gna.org/bugs/?16871
Summary: Having more AIs than nations segfaults at start
Project: Freeciv
Submitted by: mrvn
Submitted on: Friday 10/15/2010 at 16:13
Category: None
Severity: 3 - Normal
URL:
http://gna.org/bugs/?16874
Summary: shield upkeep for units is ignored
Project: Freeciv
Submitted by: mrvn
Submitted on: Saturday 10/16/2010 at 06:54
Category: general
Severity: 3 - Normal
Follow-up Comment #2, bug #16863 (project freeciv):
Also when actualy doing the goto maybe the client could skip showing each
single unit move. Esspecially when moving 100 identical units from the same
tile.
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Additional Item Attachment, bug #16874 (project freeciv):
File name: gna_bug_16874-fix_unit_upkeep.patch Size:1 KB
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Follow-up Comment #1, bug #16874 (project freeciv):
Seems like all upkeep costs are ignored. Settlers don't consume any food
either. Attached a patch that adds the units upkeep costs to pcity-usage[].
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Follow-up Comment #4, bug #16863 (project freeciv):
If I had to solve this I would first build a list of unique units from the
selection. Units that have different tiles, movement points, capabilities,
... Then goto needs to be compute only for those units. This could be still
improved by only
Follow-up Comment #2, patch #2076 (project freeciv):
Could this be extended to show the homecity of any unit?
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URL:
http://gna.org/bugs/?16905
Summary: Goto and do XXX for caravans
Project: Freeciv
Submitted by: mrvn
Submitted on: Wednesday 10/20/2010 at 14:37
Category: general
Severity: 3 - Normal
Follow-up Comment #6, bug #16863 (project freeciv):
This could be still improved by only using the fastest and
slowest unit with comparable capabilities on each tile.
I am not sure to understand this sentence, but I doubt this is a good
idea.
Say you have a warrior A (1/3 movement points),
Follow-up Comment #10, bug #16863 (project freeciv):
The way it currently works is that every unit is computed on its own with the
map as it currently is. If there is a boat somewhere the goto will happily
move 100 units over that boat to cross a channel of water. Then when the
units actualy
Follow-up Comment #2, bug #16904 (project freeciv):
I'm playing with hex tiles so that will change the critical size somewhat.
I'm assuming you used square tiles.
I would say the minimap should expand if there is space. There really is no
reason for the scrollbar if the window is large enough
Follow-up Comment #3, bug #16871 (project freeciv):
No. So maybe it wasn't the number but just the wrong format.
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URL:
http://gna.org/bugs/?17006
Summary: build raid/farmland with a single command, connect
farmland
Project: Freeciv
Submitted by: mrvn
Submitted on: Tuesday 11/02/2010 at 17:30
Category: client
URL:
http://gna.org/bugs/?17007
Summary: Complex goto to connect with
road/rail/irrigate/mine/farmland in one go
Project: Freeciv
Submitted by: mrvn
Submitted on: Tuesday 11/02/2010 at 17:35
Category: client
Follow-up Comment #1, bug #17015 (project freeciv):
I would like such a command too although for a different scenarios.
At the start of the game I use wariors to explore. At some point the enemy
has found me and I need to defend my cities. So I want to slect all wariors
and send them to their
Follow-up Comment #3, bug #17015 (project freeciv):
From my experience they do loose the auto flag when they can't find work and
then you can hit 'G'+'s' to hide them or 'a' to make them try again to find
some work.
Anyway, the feature is still wanted even if for different reasons.
Follow-up Comment #4, bug #17015 (project freeciv):
Another feature that is verry simmilar. For wounded military units it would
be great to have a Goto nearest city with barracks so they heal quickly.
Should I open a new bug for that or is that similar enough to be fixed
togeteher?
Andreas Røsdal andre...@pvv.ntnu.no writes:
On Tue, 16 Nov 2010, Matthias Pfafferodt wrote:
After the increase of the number of players and the map size I did plan a
check of the memory requirement of the different freeciv versions. I finished
this now and the attached pdf files shows some
URL:
http://gna.org/bugs/?17110
Summary: Synchronize images for city with city radius
Project: Freeciv
Submitted by: mrvn
Submitted on: Saturday 11/20/2010 at 03:14
Category: client
Severity: 1 - Wish
Follow-up Comment #3, bug #17110 (project freeciv):
You could simply change the number at the end of the description
tag (city.electricage_city_4 = city.electricage_city_3).
The city radius, except for the first step, is changed by other things than
just size so this won't work. But I see you
URL:
http://gna.org/bugs/?17116
Summary: Citizens roles become unrecognisable in large
cities
Project: Freeciv
Submitted by: mrvn
Submitted on: Sunday 11/21/2010 at 01:49
Category: client-gtk-2.0
Follow-up Comment #5, bug #17110 (project freeciv):
Why? Resize the array as needed. If you hardcode the size then you will
always have either way to many entries or not enough.
I can also think of having a lot more images than 4 (or actually 8 with city
walls). For example risk of pollution
Follow-up Comment #6, bug #16777 (project freeciv):
What commit fixed this?
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Matthias Pfafferodt no-reply.invalid-addr...@gna.org writes:
Follow-up Comment #7, bug #18087 (project freeciv):
+#define MAP_MAX_SIZE 4048
Why such a strange number? Shouldn't this be 4096?
You are right; it was 2048 in an earlier test
+#define MAX_DBV_LENGTH (4 * 1024 * 1024)
Perhaps 4096
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