[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-23 Thread Henkutsu
Follow-up Comment #12, patch #3325 (project freeciv): READY FOR TEST - Merged and diff'd against svn 21347. I worked out the bug, took me all week as I manually mapped out all function calls and struct types. I had restored the function that turns the packet government struct into the real one

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-20 Thread Henkutsu
Follow-up Comment #11, patch #3325 (project freeciv): Ignore that last one. I changed something and it doesn't work anymore.. time for me to learn svn I guess. I'll try again next week... :( ___ Reply to this item at:

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #7, patch #3325 (project freeciv): It's WORKING! I just started a game with it. Everything is getting read in correctly and effects are getting matched against everything. There is still some general weirdness (bonus to tiles shows up in the output but not in display and units

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #8, patch #3325 (project freeciv): Ok, just found why ALL the effects are working and server checking on whether or not a unit can be built based on govflag_req is going fine, but city production dialog doesn't know it can build a unit. Turns out the same bug happens if a unit

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #9, patch #3325 (project freeciv): I am 99% sure the bug is in collect_production_targets(...) in climisc.c My testing and many inserted debug comments shows everything else is working behind the scenes.. it is just the client worklist window for some reason won't add govreq

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #10, patch #3325 (project freeciv): Here is the completed patch, diff'd against the latest nightly. (file #15848) ___ Additional Item Attachment: File name: governmentflags.diff Size:24 KB

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-17 Thread Henkutsu
Follow-up Comment #1, patch #3325 (project freeciv): O.k. I've spent all day working on it and I am starting to get my head around it. I am not messing with requirements yet, just working on getting flags read from the ruleset, stored in the government struct and passed around correctly. In this

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-17 Thread Henkutsu
Follow-up Comment #4, patch #3325 (project freeciv): Thanks for the pickup. I've fixed it all (all enums related to gov flag now start with G_). I've taken gorbs advice and been running make clean / make every time I save a file, so now I am compiling with no warnings/errors w/ regard to:

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-17 Thread Henkutsu
Follow-up Comment #5, patch #3325 (project freeciv): Hmm. I have another problem I need to sort through in rulesets.c. Are requirements in [unit_type] or ||? That is, if a unit has gov_req = SomeMilitaryGov and govflag_req = NotAMilitaryGov, does that mean that a unit can never be built, does

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-17 Thread Henkutsu
Follow-up Comment #7, patch #3322 (project freeciv): Wow! Thanks for your work. ___ Reply to this item at: http://gna.org/patch/?3322 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-17 Thread Henkutsu
Follow-up Comment #6, patch #3325 (project freeciv): Heck yeah, 9 functions left to write and this is ready! (for testing) The only warnings/errors I am getting are for undefined functions. Everything else seems to be in order an I even got the unit govflag_req thing working. I have decided that

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Henkutsu
URL: http://gna.org/bugs/?19815 Summary: ai won't utilize transports for settling with only 1 space. Project: Freeciv Submitted by: henkutsu_tama Submitted on: Sat 16 Jun 2012 06:13:12 AM GMT Category: ai

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Henkutsu
Follow-up Comment #1, patch #3322 (project freeciv): Thanks. It would really expand the possibilities of what can be done. One of the reasons I wanted to do this was so that I could lower the output of some specials unless an appropriate facility is built in the city (which may have a tech

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Henkutsu
Follow-up Comment #3, bug #19815 (project freeciv): The problem is that the ai doesn't build bodyguards at the beginning. Not until it meets an enemy or reaches a certain size and stops spamming settlers. As a result, an ai on a small island with only small ships available will spam settlers

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-16 Thread Henkutsu
Follow-up Comment #4, bug #19815 (project freeciv): Actually, thinking about it, a better solution would be to simply document in the units.rulesets that for the ai to use a craft for settling, it should have a capacity of at least 2. That way there is no need to muck around with the ai.

[Freeciv-Dev] [patch #3323] Allow requirement range within city workable radius for tile-based requirements?

2012-06-16 Thread Henkutsu
Follow-up Comment #3, patch #3323 (project freeciv): First off, thanks for looking at this. I've been reading the codebase for two other tickets I am about to open (I am not a programmer so I understand maybe 1/3 of it. Yay comments!), so I can see how expensive this could be. With regards to

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-16 Thread Henkutsu
URL: http://gna.org/patch/?3325 Summary: Allow custom types for governments to be used in effect requirements. Project: Freeciv Submitted by: henkutsu_tama Submitted on: Sat 16 Jun 2012 10:36:38 PM GMT Category: general

[Freeciv-Dev] [patch #3326] Change range for city gov from -2020 to -inf-1920

2012-06-16 Thread Henkutsu
URL: http://gna.org/patch/?3326 Summary: Change range for city gov from -2020 to -inf-1920 Project: Freeciv Submitted by: henkutsu_tama Submitted on: Sat 16 Jun 2012 10:46:11 PM GMT Category: general

[Freeciv-Dev] [patch #3326] Change range for city gov from -2020 to -inf-1920

2012-06-16 Thread Henkutsu
Follow-up Comment #2, patch #3326 (project freeciv): Hmm. Seems that the minimum surplus value is left to the client to decide, and is a signed int. Does that mean it could be set to -128 or -256? Still better than -20, it would take some effort to reach that low. If an edge case is a problem

[Freeciv-Dev] [patch #3322] Resource requirements

2012-06-16 Thread Henkutsu
Follow-up Comment #2, patch #3322 (project freeciv): I can see two ways in which you would want to search for a resource; Just for itself, and for it on a terrain. e.g. ; Voting governments have a senate that may prevent war ; any fish reqs = { type, name, range Resource, (Fish), Adjacent } ;