[Freeciv-Dev] multiple use of arguments in MACROS and not inlined functions

2009-09-23 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] [bug #14452] Wonders binding other buildings effects

2009-10-06 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] Freeciv patch #1235: [Metaticket] variable city radii

2009-10-07 Thread 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 the freeciv development is really fast. So there seems to be some changes which require an update of the patch. I tested the entire

Re: [Freeciv-Dev] [bug #14452] Wonders binding other buildings effects

2009-10-07 Thread Goswin von Brederlow
(+=bonus, -=bonus, *=bonus or /=bonus). Le mercredi 07 octobre 2009 à 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

Re: [Freeciv-Dev] Freeciv patch #1235: [Metaticket] variable city radii

2009-10-07 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] Freeciv patch #1235: [Metaticket] variable city radii

2009-10-10 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] Freeciv patch #1235: [Metaticket] variable city radii

2009-10-14 Thread Goswin von Brederlow
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

[Freeciv-Dev] Migration and Pyramids: Was: Freeciv patch #1235: [Metaticket] variable city radii

2009-10-19 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] [bug #14585] Wish: timeout progress bar

2009-10-27 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] Build tests with FullMoon

2009-10-27 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] [patch #1234] more than one build slot for units

2009-10-28 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] [patch #1234] more than one build slot for units

2009-10-28 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step

2009-10-29 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] [patch #1349] Rework (+fix) auto-settler code

2009-11-02 Thread Goswin von Brederlow
Pepeto pepet...@gmail.com writes: Le dimanche 01 novembre 2009 à 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

[Freeciv-Dev] updating rules files, wish the server would warn about issues

2013-06-04 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #20216] Improvements to Cities tab (F4)

2013-06-11 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #20890] Better way to display build slots

2013-06-11 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #20894] Idea: Mark tiles as do-not-use/force-use in the city map to help with overlaps

2013-06-13 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #20983] single player vs computer

2013-07-23 Thread Goswin von Brederlow
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).

[Freeciv-Dev] [patch #4144] freeciv-ruleedit

2013-09-05 Thread Goswin von Brederlow
Follow-up Comment #1, patch #4144 (project freeciv): How about freeciv-editrules, freeciv-edit-rules? ___ Reply to this item at: http://gna.org/patch/?4144 ___ Message sent via/by Gna!

[Freeciv-Dev] [patch #4224] Max units on tile requirement type

2013-10-07 Thread Goswin von Brederlow
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 ___ Reply to this item at:

Re: [Freeciv-Dev] AI Documentation Tips

2010-05-23 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] AI Documentation Tips

2010-05-25 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] New AI

2010-05-25 Thread Goswin von Brederlow
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

Re: [Freeciv-Dev] Longturn Freeciv

2010-07-01 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16776] Research report isn't updated when changing governor in cities report

2010-09-28 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16777] Having multiple units on a field resizes the large map view

2010-09-28 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16778] Client segfaults when buying while the cities report is open

2010-09-28 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16776] Research report isn't updated when changing governor in cities report

2010-09-29 Thread Goswin von Brederlow
Follow-up Comment #1, bug #16776 (project freeciv): Same when changing tax rates. ___ Reply to this item at: http://gna.org/bugs/?16776 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #16777] Having multiple units on a field resizes the large map view

2010-09-29 Thread Goswin von Brederlow
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). ___ Reply to this

[Freeciv-Dev] [bug #16777] Having multiple units on a field resizes the large map view

2010-09-29 Thread Goswin von Brederlow
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. ___ Reply

[Freeciv-Dev] [bug #16778] Client segfaults when buying while the cities report is open

2010-09-30 Thread Goswin von Brederlow
Additional Item Attachment, bug #16778 (project freeciv): File name: freeciv-T0002-Y-3998-manual.sav.bz2 Size:19 KB ___ Reply to this item at: http://gna.org/bugs/?16778 ___ Message sent

[Freeciv-Dev] [bug #16778] Client segfaults when buying while the cities report is open

2010-09-30 Thread Goswin von Brederlow
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. ___ Reply to this item at:

[Freeciv-Dev] [bug #16793] Diagonal/sperical multiple selection box (for hex tiles)

2010-09-30 Thread Goswin von Brederlow
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:

[Freeciv-Dev] [bug #16809] Barbarian/Pirates should have skill levels

2010-10-02 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16809] Barbarian/Pirates should have skill levels

2010-10-06 Thread Goswin von Brederlow
Follow-up Comment #2, bug #16809 (project freeciv): But what if I want weak barbarians and mean pirates? ___ Reply to this item at: http://gna.org/bugs/?16809 ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #16812] Cities report should show revenue from trade routes

2010-10-06 Thread Goswin von Brederlow
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. ___ Reply to

[Freeciv-Dev] [bug #16809] Barbarian/Pirates should have skill levels

2010-10-13 Thread Goswin von Brederlow
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.

[Freeciv-Dev] [bug #16808] Civil war should clone the AI level

2010-10-13 Thread Goswin von Brederlow
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. ___ Reply to this item at: http://gna.org/bugs/?16808

[Freeciv-Dev] [bug #16809] Barbarian/Pirates should have skill levels

2010-10-13 Thread Goswin von Brederlow
Follow-up Comment #6, bug #16809 (project freeciv): Just for fun. Some incentive against building coastal towns. Inland save, coast unsafe. ___ Reply to this item at: http://gna.org/bugs/?16809

[Freeciv-Dev] [bug #16867] Fails to build: struct packet_server_setting_bitwise not defined

2010-10-14 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16867] Fails to build: struct packet_server_setting_bitwise not defined

2010-10-15 Thread Goswin von Brederlow
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.

[Freeciv-Dev] [bug #16871] Having more AIs than nations segfaults at start

2010-10-15 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16874] shield upkeep for units is ignored

2010-10-16 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16863] faster goto

2010-10-16 Thread Goswin von Brederlow
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. ___ Reply to this item at:

[Freeciv-Dev] [bug #16874] shield upkeep for units is ignored

2010-10-16 Thread Goswin von Brederlow
Additional Item Attachment, bug #16874 (project freeciv): File name: gna_bug_16874-fix_unit_upkeep.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?16874 ___ Message sent

[Freeciv-Dev] [bug #16874] shield upkeep for units is ignored

2010-10-16 Thread Goswin von Brederlow
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[]. ___ Reply to this item at:

[Freeciv-Dev] [bug #16863] faster goto

2010-10-20 Thread Goswin von Brederlow
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

[Freeciv-Dev] [patch #2076] Crazy caravan patch

2010-10-20 Thread Goswin von Brederlow
Follow-up Comment #2, patch #2076 (project freeciv): Could this be extended to show the homecity of any unit? ___ Reply to this item at: http://gna.org/patch/?2076 ___ Message sent via/by

[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2010-10-20 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16863] faster goto

2010-10-20 Thread Goswin von Brederlow
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),

[Freeciv-Dev] [bug #16863] faster goto

2010-10-24 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16904] Minimap has vertical scrollbar even on large main window

2010-10-24 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16871] Having more AIs than nations segfaults at start

2010-10-27 Thread Goswin von Brederlow
Follow-up Comment #3, bug #16871 (project freeciv): No. So maybe it wasn't the number but just the wrong format. ___ Reply to this item at: http://gna.org/bugs/?16871 ___ Message sent

[Freeciv-Dev] [bug #17006] build raid/farmland with a single command, connect farmland

2010-11-02 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #17007] Complex goto to connect with road/rail/irrigate/mine/farmland in one go

2010-11-02 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #17015] Would like to have Go Home command for units

2010-11-03 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #17015] Would like to have Go Home command for units

2010-11-03 Thread Goswin von Brederlow
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.

[Freeciv-Dev] [bug #17015] Would like to have Go Home command for units

2010-11-06 Thread Goswin von Brederlow
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?

Re: [Freeciv-Dev] memory requirement (statistics)

2010-11-17 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #17110] Synchronize images for city with city radius

2010-11-19 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #17110] Synchronize images for city with city radius

2010-11-20 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #17116] Citizens roles become unrecognisable in large cities

2010-11-20 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #17110] Synchronize images for city with city radius

2010-11-21 Thread Goswin von Brederlow
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

[Freeciv-Dev] [bug #16777] Having multiple units on a field resizes the large map view

2010-11-28 Thread Goswin von Brederlow
Follow-up Comment #6, bug #16777 (project freeciv): What commit fixed this? ___ Reply to this item at: http://gna.org/bugs/?16777 ___ Message sent via/by Gna! http://gna.org/

Re: [Freeciv-Dev] [bug #18087] server segfault on a map with 1.3M tiles

2011-05-02 Thread Goswin von Brederlow
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