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
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... :(
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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
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
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
Follow-up Comment #10, patch #3325 (project freeciv):
Here is the completed patch, diff'd against the latest nightly.
(file #15848)
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Additional Item Attachment:
File name: governmentflags.diff Size:24 KB
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
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:
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
Follow-up Comment #7, patch #3322 (project freeciv):
Wow! Thanks for your work.
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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
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
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
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
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.
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
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
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
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
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
}
;
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