Re: [Freeciv-Dev] (PR#39369) typing mistake in file data/stdsounds.soundspec

2008-10-17 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39369 >

The same issue still applies to S2_1 and S2_2 -- any chance of porting
the typo fix?

With 2.1.6, gives the following message (search fodder):

1: Cannot find audio file stdounds/MgBar1.ogg



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[Freeciv-Dev] (PR#40510) Bug: ZOC for RIP players

2008-09-30 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40510 >

Hi,

I'm playing Freeciv 2.1.3, and I've noticed that territory that belonged to
a player who's now RIP still belongs to that player. I had to 'cancel
treaty' to move bombers over that territory.
Also, my cities cannot use such land for resources.
That player (vietnamese) was spawned halfway through the game after I
conquered a capital, maybe that will help narrow it down.

thanks,
Chris

Hi,I'm playing Freeciv 2.1.3, and I've noticed that territory that belonged to a player who's now RIP still belongs to that player. I had to 'cancel treaty' to move bombers over that territory.
Also, my cities cannot use such land for resources.That player (vietnamese) was spawned halfway through the game after I conquered a capital, maybe that will help narrow it down.thanks,Chris
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[Freeciv-Dev] (PR#40445) Compile error with --enable-debug=yes (freeciv 2.1.6)

2008-08-17 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40445 >

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi there,
I just tried to compile the new freeciv 2.1.6 with --enable-debug=yes,
but unfortunately I get this compile error:

gcc -DHAVE_CONFIG_H -I. -I..  -I../utility -I./../common -I./../ai
- -I../intl -I../common/aicore -I./generator -I./scripting
- -DLOCALEDIR="\"/usr/local/share/locale\""
- -DDEFAULT_DATA_PATH="\".:data:~/.freeciv:/usr/local/share/freeciv\""
- -Wall -Wpointer-arith -Wcast-align -Wmissing-prototypes
- -Wmissing-declarations -Werror -g -O2 -MT sernet.o -MD -MP -MF
.deps/sernet.Tpo -c -o sernet.o sernet.c
cc1: warnings being treated as errors
sernet.c: In function ‘server_sniff_all_input’:
sernet.c:714: error: format ‘%ld’ expects type ‘long int’, but argument
4 has type ‘ssize_t’
sernet.c:714: error: format ‘%ld’ expects type ‘long int’, but argument
5 has type ‘size_t’
make[3]: *** [sernet.o] Error 1
make[3]: Leaving directory
`/home/tux-control/Desktop/freeciv-2.1.6/freeciv-2.1.6/server'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory
`/home/tux-control/Desktop/freeciv-2.1.6/freeciv-2.1.6/server'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory
`/home/tux-control/Desktop/freeciv-2.1.6/freeciv-2.1.6'
make: *** [all] Error 2

This problem can be fixed by changing line 714 in sernet.c to
freelog(LOG_DEBUG, "Got line: \"%s\" (%ld, %ld)", buffer, (long
int)didget, (long int)len);

With this fix it compiles perfectly with --enable-debug=yes.

Thanks for your work on freeciv!

Tristan Hoffmann
-BEGIN PGP SIGNATURE-
Version: GnuPG v2.0.9 (GNU/Linux)
Comment: Using GnuPG with SUSE - http://enigmail.mozdev.org

iEYEARECAAYFAkin1C8ACgkQSufthXk+NIHX4wCeOsGD4MmJrYFy5mh1tQ6NuEcq
KYwAn0KPuUwqN2vIfb4l4fpocR/a4pBf
=6xVa
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[Freeciv-Dev] (PR#40436) Cities not refreshed when crossing Empire_Size_Step

2008-08-13 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40436 >

If, during a turn, conquering or founding a city causes the empire to
grow and every city to get an extra unhappy citizen due to
Empire_Size_Step, it appears that the client's cities are not refreshed
immediately; the unhappiness shows up when performing subsequent actions
on the city, such as moving workers around or changing specialists. So
those actions can appear to increase unhappiness, which is confusing.

Saving, quitting, and restoring the savegame causes all cities to be
up-to-date. (I think hitting "turn done" may have this effect also, but
I haven't checked.)

I guess the server needs to send city updates to client(s) when an
Empire_Size_Step boundary is crossed, or something like that -- I
haven't investigated the code.

Seen in 2.1.4 and 2.1.6 (and one previous version I can't remember).

(I idly wonder whether a message when the unhappiness penalty grows
might not be a bad idea. I was rather confused why my empire was
suddenly in uproar after moving from 2.0.x to 2.1.x.)



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[Freeciv-Dev] (PR#40412) Bug report

2008-07-28 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40412 >

Hi,

every time I load saved game all AI players stops building all wonders if
any are in progress. It happens every time and is easy to reproduce. Tried
it with 2.1.4 and 2.1.5 versions which I downloaded from official site (GTK
+ client binary distribution). I run it under Windows XP SP3.

Best regards
Gintas

Hi,every time I load saved game all AI players stops building all wonders if any are in progress. It happens every time and is easy to reproduce. Tried it with 2.1.4 and 2.1.5 versions which I downloaded from official site (GTK + client binary distribution). I run it under Windows XP SP3.
Best regardsGintas
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Re: [Freeciv-Dev] (PR#40342)

2008-06-30 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40342 >

Hello:

Ok, I already figured out that 'make distclean' and re-run autogen.sh will fix 
the compile errors. Although I have no idea what went wrong. So, I got SVN 
snapshot 1213/1216 to compile on both F8 and F9 Linux. Used GTK client on both. 
However, now the civserver on both seg-faults without comment immediately after 
the civclient issues the 'Start' game. Note that, although very similar in 
software selection, etc., these are two different OSs.

Anything else I could/should try ?

Regards,
VJS

=
From: The default queue <[EMAIL PROTECTED]>
Date: 2008/06/29 Sun AM 07:17:07 EDT
To: [EMAIL PROTECTED]
Subject: (PR#40342) AutoReply:


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
"", 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#40342).

Please include the string:

 (PR#40342)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


"I disapprove of what you say, but I will defend to the death your right to say 
it." EB Hall, "Friends of Voltaire", 1906



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[Freeciv-Dev] (PR#40342)

2008-06-29 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40342 >

Hello:

Updated branch S2_2 to SVN 14910 today, and despite many different 
configurations, it now fails to compile, always exiting at the same place with 
same message:
[...]
make[4]: Leaving directory 
`/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2/common/aicore'
make[4]: Entering directory 
`/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2/common'
gcc -DHAVE_CONFIG_H -I. -I..  -I../utility -I./aicore 
-DLOCALEDIR="\"/opt/share/locale\"" 
-DDEFAULT_DATA_PATH="\".:data:~/.freeciv:/opt/share/freeciv\""  -Wall 
-Wpointer-arith -Wcast-align -Wmissing-prototypes -Wmissing-declarations -O3 
-pipe -m32 -MT base.o -MD -MP -MF .deps/base.Tpo -c -o base.o base.c
mv -f .deps/base.Tpo .deps/base.Po
gcc -DHAVE_CONFIG_H -I. -I..  -I../utility -I./aicore 
-DLOCALEDIR="\"/opt/share/locale\"" 
-DDEFAULT_DATA_PATH="\".:data:~/.freeciv:/opt/share/freeciv\""  -Wall 
-Wpointer-arith -Wcast-align -Wmissing-prototypes -Wmissing-declarations -O3 
-pipe -m32 -MT capstr.o -MD -MP -MF .deps/capstr.Tpo -c -o capstr.o capstr.c
In file included from capstr.c:23:
capstr.h:16:1: warning: "NETWORK_CAPSTRING" redefined
In file included from capstr.c:15:
../config.h:364:1: warning: this is the location of the previous definition
capstr.c: In function ‘init_our_capability’:
capstr.c:84: error: ‘NETWORK_CAPSTRING_MANDATORY’ undeclared (first use in this 
function)
capstr.c:84: error: (Each undeclared identifier is reported only once
capstr.c:84: error: for each function it appears in.)
capstr.c:84: error: expected ‘)’ before string constant
make[4]: *** [capstr.o] Error 1
make[4]: Leaving directory 
`/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2/common'
make[3]: *** [all-recursive] Error 1
make[3]: Leaving directory 
`/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2/common'
make[2]: *** [all] Error 2
make[2]: Leaving directory 
`/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2/common'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2'
make: *** [all] Error 2
[END]
Last successful compile was with SVN 14806.

Regards,
VJS

"I disapprove of what you say, but I will defend to the death your right to say 
it." EB Hall, "Friends of Voltaire", 1906



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Re: [Freeciv-Dev] (PR#39982) Wonder Report does not mark obsolete Wonders

2008-06-22 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39982 >

I'd quite like to get this patch committed on S2_1 for the next 2.1.x
release. It fixes a fairly obvious bug, and I've been running with it
since 2.1.3 and haven't spotted any problems.



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Re: [Freeciv-Dev] (PR#40207) [PATCH] Should cities with Supermarket automatically get farmland benefit?

2008-05-03 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40207 >

Here's a new patch which is functionally equivalent to my previous one
but includes Madeline's suggestion:

 - rename "tile" to "dummy_tile" throughout

and also includes the more controversial changes mentioned previously,
such that I'm not sure whether or not it improves the chances of my
patch being incorporated. Take your pick ;)

 - introduce and use a const p_dummy_tile; this attempts to mitigate the
   pointer aliasing introduced by my change, but the result looks a
   little awkward;

 - use the standard tile_has_special() function and the like instead of
   the current approach of reaching inside "struct tile", at the
   potential run-time cost of introducing function calls.

--- freeciv-2.1.4-orig/common/city.c2008-04-21 01:10:49.0 +0100
+++ freeciv-2.1.4/common/city.c 2008-05-03 12:57:03.0 +0100
@@ -607,9 +607,11 @@
int city_x, int city_y, bool is_celebrating,
Output_type_id otype)
 {
-  struct tile tile;
+  /* temporary dummy tile for city center bonuses */
+  struct tile dummy_tile = *ptile;
+  const struct tile *p_dummy_tile = &dummy_tile;
   int prod;
-  struct terrain *pterrain = tile_get_terrain(ptile);
+  struct terrain *pterrain = tile_get_terrain(p_dummy_tile);
 
   assert(otype >= 0 && otype < O_LAST);
 
@@ -620,41 +622,40 @@
   }
 
   prod = pterrain->output[otype];
-  if (tile_resource_is_valid(ptile)) {
-prod += tile_get_resource(ptile)->output[otype];
+  if (tile_resource_is_valid(p_dummy_tile)) {
+prod += tile_get_resource(p_dummy_tile)->output[otype];
   }
 
-  /* create dummy tile which has the city center bonuses. */
-  tile.terrain = pterrain;
-  tile.special = tile_get_special(ptile);
-
+  /* add city center bonuses to temporary copy of tile. */
   if (pcity && is_city_center(city_x, city_y)
   && pterrain == pterrain->irrigation_result
   && terrain_control.may_irrigate) {
-/* The center tile is auto-irrigated. */
-tile_set_special(&tile, S_IRRIGATION);
+/* The center tile is auto-irrigated, for the purposes of food
+ * production. */
+tile_set_special(&dummy_tile, S_IRRIGATION);
 
 if (player_knows_techs_with_flag(city_owner(pcity), TF_FARMLAND)) {
-  tile_set_special(&tile, S_FARMLAND);
+  tile_set_special(&dummy_tile, S_FARMLAND);
 }
   }
 
   switch (otype) {
   case O_SHIELD:
-if (contains_special(tile.special, S_MINE)) {
+if (tile_has_special(p_dummy_tile, S_MINE)) {
   prod += pterrain->mining_shield_incr;
 }
 break;
   case O_FOOD:
-if (contains_special(tile.special, S_IRRIGATION)) {
+if (tile_has_special(p_dummy_tile,  S_IRRIGATION)) {
   prod += pterrain->irrigation_food_incr;
 }
 break;
   case O_TRADE:
-if (contains_special(tile.special, S_RIVER) && !is_ocean(tile.terrain)) {
+if (tile_has_special(p_dummy_tile, S_RIVER) &&
+!is_ocean(tile_get_terrain(p_dummy_tile))) {
   prod += terrain_control.river_trade_incr;
 }
-if (contains_special(tile.special, S_ROAD)) {
+if (tile_has_special(p_dummy_tile, S_ROAD)) {
   prod += pterrain->road_trade_incr;
 }
 break;
@@ -665,28 +666,29 @@
 break;
   }
 
-  if (contains_special(tile.special, S_RAILROAD)) {
+  if (tile_has_special(p_dummy_tile, S_RAILROAD)) {
 prod += (prod * terrain_control.rail_tile_bonus[otype]) / 100;
   }
 
   if (pcity) {
 const struct output_type *output = &output_types[otype];
 
-prod += get_city_tile_output_bonus(pcity, ptile, output,
+prod += get_city_tile_output_bonus(pcity, p_dummy_tile, output,
   EFT_OUTPUT_ADD_TILE);
 if (prod > 0) {
-  int penalty_limit = get_city_tile_output_bonus(pcity, ptile, output,
-   EFT_OUTPUT_PENALTY_TILE);
+  int penalty_limit = get_city_tile_output_bonus(pcity, p_dummy_tile,
+ output,
+ EFT_OUTPUT_PENALTY_TILE);
 
   if (is_celebrating) {
-prod += get_city_tile_output_bonus(pcity, ptile, output,
+prod += get_city_tile_output_bonus(pcity, p_dummy_tile, output,
EFT_OUTPUT_INC_TILE_CELEBRATE);
 penalty_limit = 0; /* no penalty if celebrating */
   }
-  prod += get_city_tile_output_bonus(pcity, ptile, output,
+  prod += get_city_tile_output_bonus(pcity, p_dummy_tile, output,
  EFT_OUTPUT_INC_TILE);
   prod += (prod 
-   * get_city_tile_output_bonus(pcity, ptile, output,
+   * get_city_tile_output_bonus(pcity, p_dummy_tile, output,
 EFT_OUTPUT_PER_TILE)) 
   / 100;
   if (!is_celebrating && penalty_limit > 0 && prod > penalty_limit) {
@@ -695,11 +697,11 @@
 }
   }
 
-  if 

Re: [Freeciv-Dev] (PR#40207) Should cities with Supermarket automatically get farmland benefit?

2008-04-26 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40207 >

> By doing a full struct copy you alias pointers in the original
> tile. This is generally a bad idea,

Indeed, it makes me cringe, but...

> though it looks like it
> will not have any unfortunate consequences in this case so long
> as all functions using the dummy tile respect its "constness"
> (and do not modify its member pointers).

It's hard to see how any function that is likely to ever be called by
this function would need to modify the tile it's passed.

I have perpetrated a certain loss of const-ness within the function --
the compiler will no longer warn if &tile is passed to a function
which doesn't promise to treat it as const. It would be possible to
create a "const struct tile *p_dummy_tile = &dummy_tile" and passing
it where possible to restore this property. Is that worth doing?

> While you are modifying references to 'tile' I would change
> the name to 'dummy' or 'dummy_tile' since 'struct tile tile'
> is an eyesore and "dummy" would clearly mark its purpose
> in the code.

Fair.

It would also be possible to replace the direct contains_special()
calls with calls to the standard tile_has_special() (at the run-time
cost of adding some function calls).



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Re: [Freeciv-Dev] (PR#40207) [PATCH] Should cities with Supermarket automatically get farmland benefit?

2008-04-26 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40207 >

Since at least one other person seems to think it's a real bug, I've
investigated further.

Looking further down the function, it becomes obvious why the temporary
setting of S_FARMLAND isn't having any effect while S_IRRIGATION is: the
effects of irrigation are "built-in" and the checking code uses the
dummy "tile" with the extra specials, whereas farmland is implemented
through the effects system, and it's the original "ptile" that gets
passed into that. So presumably this change was introduced whenever the
effects system came in.

To fix this, it's not safe to just pass "tile" as it stands into the
bowels of the effects system, since parts of that can access members of
"tile" that haven't been initialised. However, I can't see any downside
to making "tile" into a full copy of *ptile then passing that around,
since nothing called from here should be modifying *ptile or any of its
descendants.

The attached patch implements this. (I had to bracket a macro argument
in a header file as well.) It fixes the bug, and hasn't obviously messed
anything else up.

diff -uNr freeciv-2.1.4-orig/common/city.c freeciv-2.1.4/common/city.c
--- freeciv-2.1.4-orig/common/city.c2008-04-21 01:10:49.0 +0100
+++ freeciv-2.1.4/common/city.c 2008-04-26 21:27:50.0 +0100
@@ -607,9 +607,10 @@
int city_x, int city_y, bool is_celebrating,
Output_type_id otype)
 {
-  struct tile tile;
+  /* temporary dummy tile for city center bonuses */
+  struct tile tile = *ptile;
   int prod;
-  struct terrain *pterrain = tile_get_terrain(ptile);
+  struct terrain *pterrain = tile_get_terrain(&tile);
 
   assert(otype >= 0 && otype < O_LAST);
 
@@ -620,18 +621,16 @@
   }
 
   prod = pterrain->output[otype];
-  if (tile_resource_is_valid(ptile)) {
-prod += tile_get_resource(ptile)->output[otype];
+  if (tile_resource_is_valid(&tile)) {
+prod += tile_get_resource(&tile)->output[otype];
   }
 
-  /* create dummy tile which has the city center bonuses. */
-  tile.terrain = pterrain;
-  tile.special = tile_get_special(ptile);
-
+  /* add city center bonuses to temporary copy of tile. */
   if (pcity && is_city_center(city_x, city_y)
   && pterrain == pterrain->irrigation_result
   && terrain_control.may_irrigate) {
-/* The center tile is auto-irrigated. */
+/* The center tile is auto-irrigated, for the purposes of food
+ * production. */
 tile_set_special(&tile, S_IRRIGATION);
 
 if (player_knows_techs_with_flag(city_owner(pcity), TF_FARMLAND)) {
@@ -672,21 +671,21 @@
   if (pcity) {
 const struct output_type *output = &output_types[otype];
 
-prod += get_city_tile_output_bonus(pcity, ptile, output,
+prod += get_city_tile_output_bonus(pcity, &tile, output,
   EFT_OUTPUT_ADD_TILE);
 if (prod > 0) {
-  int penalty_limit = get_city_tile_output_bonus(pcity, ptile, output,
+  int penalty_limit = get_city_tile_output_bonus(pcity, &tile, output,
EFT_OUTPUT_PENALTY_TILE);
 
   if (is_celebrating) {
-prod += get_city_tile_output_bonus(pcity, ptile, output,
+prod += get_city_tile_output_bonus(pcity, &tile, output,
EFT_OUTPUT_INC_TILE_CELEBRATE);
 penalty_limit = 0; /* no penalty if celebrating */
   }
-  prod += get_city_tile_output_bonus(pcity, ptile, output,
+  prod += get_city_tile_output_bonus(pcity, &tile, output,
  EFT_OUTPUT_INC_TILE);
   prod += (prod 
-   * get_city_tile_output_bonus(pcity, ptile, output,
+   * get_city_tile_output_bonus(pcity, &tile, output,
 EFT_OUTPUT_PER_TILE)) 
   / 100;
   if (!is_celebrating && penalty_limit > 0 && prod > penalty_limit) {
diff -uNr freeciv-2.1.4-orig/common/tile.h freeciv-2.1.4/common/tile.h
--- freeciv-2.1.4-orig/common/tile.h2008-04-21 01:10:49.0 +0100
+++ freeciv-2.1.4/common/tile.h 2008-04-26 21:27:48.0 +0100
@@ -74,7 +74,7 @@
 void tile_clear_special(struct tile *ptile, enum tile_special_type spe);
 void tile_clear_all_specials(struct tile *ptile);
 
-#define tile_resource_is_valid(vtile) BV_ISSET(vtile->special, 
S_RESOURCE_VALID)
+#define tile_resource_is_valid(vtile) BV_ISSET((vtile)->special, 
S_RESOURCE_VALID)
 const struct resource *tile_get_resource(const struct tile *ptile);
 void tile_set_resource(struct tile *ptile, struct resource *presource);
 
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[Freeciv-Dev] (PR#40207) Should cities with Supermarket automatically get farmland benefit?

2008-04-20 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40207 >

Should the tile on which a city with a Supermarket sits automatically
get the benefit of farmland, similar to auto-irrigation?

Currently (2.1.3), I'm sure it doesn't -- I have to irrigate a city tile
twice in order to see an increase in food output once I've built a
Supermarket.

I found this code in common/city.c:base_get_output_tile(), which seems
to indicate that the _intention_ was to give the city tile the benefit
of farmland. I haven't worked out why it's seemingly having no effect,
when all the other code nearby appears to be effective.

  if (pcity && is_city_center(city_x, city_y)
  && pterrain == pterrain->irrigation_result
  && terrain_control.may_irrigate) {
/* The center tile is auto-irrigated. */
tile_set_special(&tile, S_IRRIGATION);

if (player_knows_techs_with_flag(city_owner(pcity), TF_FARMLAND)) {
  tile_set_special(&tile, S_FARMLAND);
}
  }

The Wiki claimed that this did happen, until I edited it recently:

However, I find that I'm also the source for the original assertion:

which suggests that the game behaviour has changed since 2005 (although
I have no recollection of this).

What's the correct behaviour here?



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Re: [Freeciv-Dev] Fwd: (PR#39821) Global Lists Bug... Can't Add to top of list?

2008-04-12 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39821 >

Hi!

Don't worry, thanks for the patch(es)!  =)

--- [EMAIL PROTECTED] wrote:

From: "Ulrik Sverdrup" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED], [EMAIL PROTECTED]
Subject: Fwd: [Freeciv-Dev] (PR#39821) Global Lists Bug... Can't Add to top of 
list?
Date: Fri, 11 Apr 2008 18:58:28 -0700


http://bugs.freeciv.org/Ticket/Display.html?id=39821 >

Sorry for the spam, Core. I was trying to send this to the list. I
really have to learn some things about operating email...

Here is an email I *should* have sent to the bugtracker yesterday.

Ulrik

-- Forwarded message ------
From: Ulrik Sverdrup <[EMAIL PROTECTED]>
Date: 10.04.2008 21:55
Subject: Re: [Freeciv-Dev] (PR#39821) Global Lists Bug... Can't Add to
top of list?
To: [EMAIL PROTECTED]


2008/4/10, Ulrik Sverdrup <[EMAIL PROTECTED]>:

>
 >  http://bugs.freeciv.org/Ticket/Display.html?id=39821 >
 >
 >
 >  The worklist editor assumes that if ptr->pcity is NULL, you can't edit
 >  the worklist. This reverses that to allow the global worklist editor
 >  to enable all buttons.
 >
 >  The original reporter only mentions the prepend button but the append
 >  button should also have been affected.
 >
 >  Attached simple patches to trunk and 21 branches that fix this by
 >  modifying the sensitivity check.
 >
 >  Old check:
 >  client can issue commands AND pcity not NULL AND player owns pcity
 >  New check
 >  client can issue commands AND ( (pcity not NULL AND player owns pcity)
 >  OR pcity is NULL)
 >
 >  The "extra" null check is so that we don't get a crash on looking up
 >  an owner for city NULL, of course.
 >
 >  Can someone test this? I can't find any other case than the global
 >  worklist editor where pcity is NULL.
 >
 >  Ulrik
 >


Always embarrassing to send something twice. Staring at the logic
 above long enough, you'll see that it's simpler to write the
 conditional as in this patch, taking advantage of course of C's
 cross-circuiting rules.


 Ulrik





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[Freeciv-Dev] (PR#40171) similar bug with Select -> CMA -> Custom

2008-03-29 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40171 >

I explored the code more and it paid off. Similar bug exists when doing 
Select -> CMA -> Custom, and there is at least one city under custom CMA. The 
solution is to also test idx != CMA_CUSTOM, so that we don't call
 cmafec_preset_get_parameter(CMA_CUSTOM). 

It is correct because if the first test:
if (idx == CMA_CUSTOM && controlled
  && cmafec_preset_get_index_of_parameter(¶meter) == -1) {
fails, we know that pcity isn't under custom CMA.

I attach a patch against version 2.1.3.

There are only 2 exceptions (CMA_NONE and CMA_CUSTOM), so when both are taken 
into account, it should work (here i am only talking about passing bad params 
to cmafec_preset_get_parameter).

--- client/gui-gtk-2.0/cityrep.c.orig	2008-03-23 21:28:50.0 +
+++ client/gui-gtk-2.0/cityrep.c	2008-03-29 13:53:56.0 +
@@ -505,7 +505,7 @@
 select = TRUE;
   } else if (idx == CMA_NONE && !controlled) {
 select = TRUE;
-  } else if (idx >= 0 && controlled &&
+  } else if (idx >= 0 && controlled && idx != CMA_NONE && idx != CMA_CUSTOM &&
 	 cm_are_parameter_equal(¶meter,
 cmafec_preset_get_parameter(idx))) {
 select = TRUE;
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[Freeciv-Dev] (PR#40171) bug in gtk client - select CMA none

2008-03-28 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40171 >

in freeciv version 2.1.3, gtk-2.0 client, in city report screen:
when I do "Select -> Cityzen Governor -> none" and there is at least one city 
with CMA active, then the client crashes on a failed assertion:

civclient: cma_fec.c:178: cmafec_preset_get_parameter: Assertion `index >= 0 
&& index < cmafec_preset_num()' failed.

This is because cmafec_preset_get_parameter gets CMA_NONE as an argument. 
It can be fixed by testing idx != CMA_NONE before calling   
cmafec_preset_get_parameter. It is correct because if the city is 
CMA-controlled (controlled !=0) and we are selecting non-controlled cities 
(idx == CMA_NONE), then we shouldn't select the city under consideration 
(select = FALSE). 

I attach a log of gdb session (gdb.log) which shows the problem and a fix 
(fix-client-CMA-select-none.diff).

Program received signal SIGABRT, Aborted.
[Switching to Thread 0xb729c940 (LWP 12131)]
0xb7f88410 in __kernel_vsyscall ()
(gdb) bt
#0  0xb7f88410 in __kernel_vsyscall ()
#1  0xb759df15 in raise () from /lib/i686/cmov/libc.so.6
#2  0xb759f891 in abort () from /lib/i686/cmov/libc.so.6
#3  0xb75970ee in __assert_fail () from /lib/i686/cmov/libc.so.6
#4  0x080fa0fb in cmafec_preset_get_parameter (index=1) at cma_fec.c:178
#5  0x081046d5 in select_cma_callback (w=0x9082258, data=0x2710)
at cityrep.c:508
#6  0xb78de9bf in g_cclosure_marshal_VOID__VOID ()
   from /usr/lib/libgobject-2.0.so.0
#7  0xb78d16f9 in g_closure_invoke () from /usr/lib/libgobject-2.0.so.0
#8  0xb78e5c3d in ?? () from /usr/lib/libgobject-2.0.so.0
#9  0x096ae7b0 in ?? ()
#10 0x in ?? ()
(gdb) fr 4
#4  0x080fa0fb in cmafec_preset_get_parameter (index=1) at cma_fec.c:178
178	  assert(index >= 0 && index < cmafec_preset_num());
(gdb) p index
$1 = 1
(gdb) up
#5  0x081046d5 in select_cma_callback (w=0x9082258, data=0x2710)
at cityrep.c:508
508	  } else if (idx >= 0 && controlled &&
(gdb) l
503	  if (idx == CMA_CUSTOM && controlled
504	  && cmafec_preset_get_index_of_parameter(¶meter) == -1) {
505	select = TRUE;
506	  } else if (idx == CMA_NONE && !controlled) {
507	select = TRUE;
508	  } else if (idx >= 0 && controlled &&
509		 cm_are_parameter_equal(¶meter,
510	cmafec_preset_get_parameter(idx))) {
511	select = TRUE;
512	  }
(gdb) p controlled
$2 = 0
(gdb) quit
--- client/gui-gtk-2.0/cityrep.c	2008-03-23 21:19:32.0 +
+++ client/gui-gtk-2.0/cityrep.c.orig	2008-01-23 11:18:53.0 +
@@ -505,7 +505,7 @@
 select = TRUE;
   } else if (idx == CMA_NONE && !controlled) {
 select = TRUE;
-  } else if (idx >= 0 && controlled && idx != CMA_NONE &&
+  } else if (idx >= 0 && controlled &&
 	 cm_are_parameter_equal(¶meter,
 cmafec_preset_get_parameter(idx))) {
 select = TRUE;
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[Freeciv-Dev] (PR#40050) RE: FreeCic-2.1.3 client crash

2008-01-26 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40050 >

Hello:

Just upgraded to FreeCiv-2.1.3 and civclient crashes with following 
message to stdout:

[...]
[EMAIL PROTECTED] ~]$ civclient -d 3 --tiles default
[...]
3: The tileset doesn't specify prefered themes or none of prefered 
themes can be used. Using system default
Segmentation fault
[EMAIL PROTECTED] ~]$
[...]

FreeCiv-2.1.3 w/default GTK client compiled from source code with no 
known warnings or errors of any kind and running on Fedora 7 Linux.
Configure options used:  CFLAGS="-O -g -pipe" ./configure --prefix=/usr 
--disable-nls --with-gettext
uname -a: Linux presario.localdomain 2.6.23.14-60.fc7 #1 SMP Mon Jan 14 
22:14:17 EST 2008 i686 athlon i386 GNU/Linux
gcc-4.1.2-27.fc7 (has worked flawlessly with all FreeCiv-2.1.x releases 
to date).

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

-- 
"I may detest what you say, but I will defend to the death your right to say 
it." EB Hall, "Friends of Voltaire", 1906 






Hello:

Just upgraded to FreeCiv-2.1.3 and civclient crashes with following
message to stdout:

[...]
[EMAIL PROTECTED] ~]$ civclient -d 3 --tiles default
[...]
3: The tileset doesn't specify prefered themes or none of prefered
themes can be used. Using system default
Segmentation fault
[EMAIL PROTECTED] ~]$
[...]

FreeCiv-2.1.3 w/default GTK client compiled from source code with no
known warnings or errors of any kind and running on Fedora 7 Linux.
Configure options used:  CFLAGS="-O -g -pipe" ./configure --prefix=/usr
--disable-nls --with-gettext
uname -a: Linux presario.localdomain 2.6.23.14-60.fc7 #1 SMP Mon Jan 14
22:14:17 EST 2008 i686 athlon i386 GNU/Linux
gcc-4.1.2-27.fc7 (has worked flawlessly with all FreeCiv-2.1.x releases
to date).

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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Re: [Freeciv-Dev] (PR#28092) server found_new_tech => notify_team crash

2008-01-19 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=28092 >

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

I haven't noticed this bug lately, so I think it's fixed.

Thanks for your work on Freeciv!

Tristan Hoffmann

William Allen Simpson wrote:
| http://bugs.freeciv.org/Ticket/Display.html?id=28092 >
|
| Both reports were for 64-bit Linux flavors.  So anybody using such a
| machine can tell us whether this is fixed?
|
|

-BEGIN PGP SIGNATURE-
Version: GnuPG v2.0.4-svn0 (GNU/Linux)
Comment: Using GnuPG with SUSE - http://enigmail.mozdev.org

iD8DBQFHkgdVSufthXk+NIERAnMAAJ9hlAKqiEcc1V40hui8Glz0B5rI2gCggib7
SVaXIfVRzuK30Tm9z/TdlS4=
=y15Y
-END PGP SIGNATURE-



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Re: [Freeciv-Dev] (PR#40023) Feature Request: add more switches to slow_down_timeline

2008-01-17 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40023 >

Hello:

I'm getting copies of these e-mails between you guys, which seems good, 
but since the guest login is disabled at the bug report site, I have no 
way of knowing what you're referring to - I cannot find or view these 
other "tickets" and the links all take me to that same login page - 
unless I'm missing something obvious.  Similarly, it seems impossible to 
do any kind of check before submitting to find out if a bug/feature 
request has already been submitted.

So, is there any way for an ordinary user/guest to have a look-see at 
those "tickets" or do a search before submitting?

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

FreeCiv-2.1.2 compiled from source code without warnings or errors of 
any kind and running on Fedora 7 Linux.

William Allen Simpson wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=40023 >
>
> Egor Vyscrebentsov wrote:
>   
>> Any opinions about http://bugs.freeciv.org/Ticket/Display.html?id=1871 ?
>>
>> 
> I'm more in favor of http://bugs.freeciv.org/Ticket/Display.html?id=39413
>
> I think Ulrik had some good ideas.  But there was an executive decision
> not to add it in 2.1, and I'm not sure 2.2 will be ready for it
>
> Remember, the only features for 2.2 are the editor and new terrain.  There
> are a few other things already added, such as generalized bases, but mostly
> there's a lot of bugfixes, cleanup, and error logging (to find more bugs).
>
> I'm hoping that once 2.2 is released, we can add import to 2.3 (and helpful
> update of translation and graphics, just like 2.1).  Having the editor in
> place will greatly aid testing the success of importing.
>
> My preference would be to have actual Civ1/2/3 and AlphaCentauri savegames
> for targets, and implement and test against them extensively.  We also need
> to test popular scenarios and modpacks, to ensure they work harmoniously.
>
> Now is not a good time to add anything new, as the current features of 2.1
> (and thus 2.2) still crash regularly!  Let's get the noise level down first,
> so this is actually "stable".
>
> Hopefully, the project learned something from the battlegroup/goto/etc.
> disaster that was 2.1  We still don't have all clients working for all
> the *standard* tilesets (an official purpose of 2.1)!
>
>
>
>   

-- 
"I may detest what you say, but I will defend to the death your right to say 
it." EB Hall, "Friends of Voltaire", 1906 






Hello:

I'm getting copies of these e-mails between you guys, which seems good,
but since the guest login is disabled at the bug report site, I have no
way of knowing what you're referring to - I cannot find or view these
other "tickets" and the links all take me to that same login page -
unless I'm missing something obvious.  Similarly, it seems impossible
to do any kind of check before submitting to find out if a bug/feature
request has already been submitted.

So, is there any way for an ordinary user/guest to have a look-see at
those "tickets" or do a search before submitting?

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

FreeCiv-2.1.2 compiled from source code without warnings or errors of
any kind and running on Fedora 7 Linux.

William Allen Simpson wrote:

  http://bugs.freeciv.org/Ticket/Display.html?id=40023 >

Egor Vyscrebentsov wrote:
  
  
Any opinions about http://bugs.freeciv.org/Ticket/Display.html?id=1871 ?


  
  I'm more in favor of http://bugs.freeciv.org/Ticket/Display.html?id=39413

I think Ulrik had some good ideas.  But there was an executive decision
not to add it in 2.1, and I'm not sure 2.2 will be ready for it

Remember, the only features for 2.2 are the editor and new terrain.  There
are a few other things already added, such as generalized bases, but mostly
there's a lot of bugfixes, cleanup, and error logging (to find more bugs).

I'm hoping that once 2.2 is released, we can add import to 2.3 (and helpful
update of translation and graphics, just like 2.1).  Having the editor in
place will greatly aid testing the success of importing.

My preference would be to have actual Civ1/2/3 and AlphaCentauri savegames
for targets, and implement and test against them extensively.  We also need
to test popular scenarios and modpacks, to ensure they work harmoniously.

Now is not a good time to add anything new, as the current features of 2.1
(and thus 2.2) still crash regularly!  Let's get the noise level down first,
so this is actually "stable".

Hopefully, the project learned something from the battlegroup/goto/etc.
disaster that was 2.1  We still don't have all clients working for all
the *standard* tilesets (an official purpose of 2.1)!



  


-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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[Freeciv-Dev] (PR#40024) Re: freeciv losing server

2008-01-16 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40024 >

[EMAIL PROTECTED] freeciv-2.1.2]$ ./civ
2: No real audio plugin present.
2: Proceeding with sound support disabled
2: For sound support, install SDL_mixer
2: http://www.libsdl.org/projects/SDL_mixer/index.html
2: lost connection to server

[EMAIL PROTECTED] freeciv-2.1.2]$ gdb server/civserver core
GNU gdb Red Hat Linux (6.5-16.el5rh)
Copyright (C) 2006 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you
are
welcome to change it and/or distribute copies of it under certain
conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for
details.
This GDB was configured as "x86_64-redhat-linux-gnu"...Using host
libthread_db library "/lib64/libthread_db.so.1".

/home/Tessa/Desktop/freeciv-2.1.2/core: No such file or directory.
(gdb) bt full
No stack.
(gdb) 






On Tue, 2008-01-15 at 02:50 -0500, Jason Dorje Short wrote:
> On Jan 14, 2008 6:56 PM, Tess Lomax <[EMAIL PROTECTED]> wrote:
> > I just installed freeciv from source using make && make install on a
> > twin dual core opteron. (Tyan K8SE mobo (s2892 mobo), dual 285 cpus, 2Gb
> > Reg.ECC RAM, NVidia 6800GT], running x86-64 SL5 (RHEL5).
> >
> > The program runs as far as the end of the first turn. When the button to
> > complete the turn is pushed, or one attempts to build a city - the
> > program crashes, and goes back to the start page.
> >
> > The error message is that the session has lost contact with the server.
> >
> > The program runs fine on a Tyan K8E (s2865 mobo) running an opteron 180
> > cpu, and using the i386 version of SL5.
> 
> Odds are good this is a bug in freeciv brought out by your
> architecture.  But we need more information.  When the server crashes,
> can you get a backtrace?
> 
> > ./civ
> ... (server crashes on turn done, exit the client, there will be a
> file left called core or core.*)
> > gdb server/civserver core
> > bt full
> 
> Then copy the output from there and email it to [EMAIL PROTECTED]
> 
> -jason



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[Freeciv-Dev] (PR#40023) Feature Request: add more switches to slow_down_timeline

2008-01-16 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40023 >

Hello:

Please consider adding the following additional switches to the 
slow_down_timeline effect, for the purpose of making modpacks/scenarios:
¤ 25- or 20-year turn increments (or both);
¤ 10-year turn increments;
¤ 1-12 month increments.

The current effects only allow 5-, 2- or 1-year increments, and since 
the game default is 50-year increments, using the effect is to 
practically bring the timeline to a screeching halt.  Having these 
additional options would allow smoother transitions and more varied effects.

I realize that FreeCiv is not CivII, and I don't really like to keep 
mentioning it, but CivII allowed setting of the turn increment to 
months, for the purpose of modpacks, and this feature was very nice for 
scenarios with a limited time scope, in order to get the desired number 
of turns into the game yet still have a realistic timeline.

FreeCiv-2.1.2 compiled from source code without errors or warnings of 
any kind and running on Fedora 7 Linux.

Thanx and Regards,
Vince Schiavoni
[EMAIL PROTECTED]

-- 
"I may detest what you say, but I will defend to the death your right to say 
it." EB Hall, "Friends of Voltaire", 1906 






Hello:

Please consider adding the following additional switches to the
slow_down_timeline effect, for the purpose of making modpacks/scenarios:
    ¤ 25- or 20-year turn increments (or both);
    ¤ 10-year turn increments;
    ¤ 1-12 month increments.

The current effects only allow 5-, 2- or 1-year increments, and since
the game default is 50-year increments, using the effect is to
practically bring the timeline to a screeching halt.  Having these
additional options would allow smoother transitions and more varied
effects.

I realize that FreeCiv is not CivII, and I don't really like to keep
mentioning it, but CivII allowed setting of the turn increment to
months, for the purpose of modpacks, and this feature was very nice for
scenarios with a limited time scope, in order to get the desired number
of turns into the game yet still have a realistic timeline.

FreeCiv-2.1.2 compiled from source code without errors or warnings of
any kind and running on Fedora 7 Linux.

Thanx and Regards,
Vince Schiavoni
[EMAIL PROTECTED]

-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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[Freeciv-Dev] (PR#40022) Diplomacy with dead AIs?

2008-01-15 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40022 >

Hello:

I was just informed that my cease-fire with the Phoenicians had expired, 
and that I was now at war with them - not a problem, they've been dead 
since the turn after I met them.  Could you please look into this, and 
perhaps disable changes to the diplomatic state for dead players (at 
least AIs), since there's no way to negotiate with them?

Thanx and Regards,
VJSchiavoni

-- 
"I may detest what you say, but I will defend to the death your right to say 
it." EB Hall, "Friends of Voltaire", 1906 






Hello:

I was just informed that my cease-fire with the Phoenicians had
expired, and that I was now at war with them - not a problem, they've
been dead since the turn after I met them.  Could you please look into
this, and perhaps disable changes to the diplomatic state for dead
players (at least AIs), since there's no way to negotiate with them?

Thanx and Regards,
VJSchiavoni

-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-15 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

Perfect. :-)

On Jan 14, 2008 10:46 PM, Joan Creus <[EMAIL PROTECTED]> wrote:
> You're right. There you go.
>
> Joan
>
> 2008/1/15, [EMAIL PROTECTED] <[EMAIL PROTECTED] >:
> >
> > http://bugs.freeciv.org/Ticket/Display.html?id=40001 >
> >
> > On Jan 14, 2008 9:33 PM, Joan Creus <[EMAIL PROTECTED]> wrote:
> > > So, last patch (for now) for catalan.ruleset in 2.1.
> > >
> > > Basically, it's the same as the current ruleset, with no translatable
> > > strings changed, and:
> > >[...]
> >
> > It's almost perfect. You forgot to add " (ocean)" to both Guardamar
> cities. :-)
> >
> >
> > --
> > Miguel Farah
> > [EMAIL PROTECTED]
> >
> >
> >
>
>



-- 
Miguel Farah
[EMAIL PROTECTED]



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[Freeciv-Dev] (PR#40019) Feature Request: adjustable road movement multiplier

2008-01-15 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40019 >

Hello:

REF: http://forum.freeciv.org/viewtopic.php?t=4113.

Please consider making the road movement multiplier to be a 
ruleset-adjustable value, rather than hardcoded. This multiplier should 
probably affect river movement as well.

I know that in Civ2, it could be changed in the rules.txt file. That was 
very convenient - it allowed finer tuning of unit movement rates for 
modpacks. For example, reducing the road movement multiplier to 2x or 
even 1x, and increasing terrain movement costs accordingly, you could 
have very slow units with only one move point, while still retaining the 
advantages of reduced movement for paved tiles (all movement between two 
tiles, both having roads, is reduced to 1/2 or 1, regardless of the 
underlying terrain move cost) and units with multiple movement points. 
And "rugged" terrain would still slow down most units. Or, you could 
speed things up by increasing the road movement multiplier to, say, 4x.

Example: ruleset (effects.ruleset? game.ruleset? terrain.ruleset?) value 
of road movement multiplier (default 3) is changed to 1x for a modpack; 
terrain.ruleset is modified: flat terrain (grassland, plains, desert) 
move cost set to two, forest to 3-4, hills to 4, mountains/swamp/jungle 
to 5-6; units.ruleset is modified: slow units (slaves/workers, 
catapults) have one move point, standard units (most land units) have 
two move points, fast units have more (chariots and light/skirmishers 3, 
horsemen 4-5, etc.); across flat open terrain, then, any unit could move 
one tile, some two, others three (same as now); "rugged" terrain 
(forest, hills, etc.), however, would still slow down even fast-moving 
units (same as now) such that any land unit could only advance into only 
one mountain tile (same as now); on paved tiles however, some slow units 
would still only go one tile, most standard land units would now go two 
paved tiles, some fast units 3-4-5 or even more, as long as they stay on 
a road, and all regardless of the terrain type underlying the roads.

As the rules stand, some units might be able to attack more than once - 
if they're very lucky and don't suffer much damage, and haven't moved 
yet. Now, they would have a much better chance of having one or more 
move points left after the first maneuver or attack to actually get in 
an extra attack at full strength (and therefore a reasonable chance of 
success), rather than being crippled by damage after the first charge 
(as is often now the case) or faced with only fractional move points 
remaining with which to attack, withdraw, or fortify.

It is easy to see that the current movement scheme could be exactly 
duplicated by setting road multiplier to 1x, and simply increasing all 
unit move rates and terrain move costs by a factor of 3x; the only 
difference would then be that all units would automatically gain 
multiple-attack capability.  In any case, it would be up to the modpack 
author to ensure that some units are flagged as "one attack per turn 
only" as desired (most standard land units currently fit this class, but 
do not require a flag to specify them as such).

The game engine currently allows any unit with even a fractional 
movement point remaining, to move into another tile; it may be necessary 
to add a check to ensure that any unit, that can move at all, is allowed 
to move at least one tile per turn, regardless of the tile move cost.

This change would have no direct effect on sea or air unit movement.

Thanx and Regards,
VJSchiavoni

-- 
"I may detest what you say, but I will defend to the death your right to say 
it." EB Hall, "Friends of Voltaire", 1906 






Hello:

REF: http://forum.freeciv.org/viewtopic.php?t=4113.

Please consider making the road movement multiplier to be a
ruleset-adjustable value, rather than hardcoded. This multiplier should
probably affect river movement as well.

I know that in Civ2, it could be changed
in the rules.txt file. That was
very convenient - it allowed finer tuning of unit movement rates for
modpacks. For example, reducing the road movement multiplier to 2x or
even 1x, and increasing terrain movement costs accordingly, you could
have very slow units with only one move point, while still retaining
the advantages of reduced movement for paved tiles (all movement
between two tiles, both having roads, is reduced to 1/2 or 1,
regardless of the underlying terrain move cost) and units with multiple
movement
points. And "rugged" terrain would still slow down most units. Or, you
could speed things up by increasing the road movement multiplier to,
say, 4x.

Example: ruleset (effects.ruleset? game.ruleset? terrain.ruleset?)
value of road movement multiplier (default 3) is changed to 1x for a
modpack; terrain.ruleset is modified: flat terrain (grassland, plains,
desert) move cost set to two, forest to 3-4, hills to 4,
mountains/swamp/jungle to 5-6; units.ruleset is modified: slow units
(slaves/workers, catap

Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-14 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

On Jan 14, 2008 9:33 PM, Joan Creus <[EMAIL PROTECTED]> wrote:
> So, last patch (for now) for catalan.ruleset in 2.1.
>
> Basically, it's the same as the current ruleset, with no translatable
> strings changed, and:
>[...]

It's almost perfect. You forgot to add " (ocean)" to both Guardamar cities. :-)


-- 
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[EMAIL PROTECTED]



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[Freeciv-Dev] (PR#40017) bug

2008-01-14 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40017 >

Hello I use freeciv-2.1.2-sdl client on windows XP SP2
Fall of program happend after:
1. start civserver
2. set aifill 30
3. start civclient
4. join game
5. start game
6. crash with this code in civclient.RPT
---
Error occured on Monday, January 14, 2008 at 19:49:33.

c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe caused an Access Violation at 
location 004c2dfc in module c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe 
Reading from location .

Registers:
eax= ebx=02061e28 ecx=03d53dc8 edx=0206a968 esi=0206a968 edi=0416e018
eip=004c2dfc esp=0022f990 ebp=0022f9b8 iopl=0 nv up ei pl nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs= efl=00210202

Call stack:
004C2DFC  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004C2DFC  
races_dialog_ok_callback  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/dialogs.c:2211
004F1490  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004F1490  
widget_pressed_action  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/widget.c:393
004ABE1A  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004ABE1A  
main_mouse_button_down_handler  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/gui_main.c:351
004AC65C  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004AC65C  
gui_event_loop  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/gui_main.c:711
004ACE8C  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004ACE8C  ui_main  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/gui_main.c:999
00406328  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:00406328  SDL_main  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/civclient.c:404
0050C4FB  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0050C4FB  
console_main  
/Users/hercules/trunk/SDL-1.2/./src/main/win32/SDL_win32_main.c:220
0050C6D9  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0050C6D9  WinMain  
/Users/hercules/trunk/SDL-1.2/./src/main/win32/SDL_win32_main.c:357
0050BF58  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0050BF58  
units_have_activity_on_tile  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/common/unitlist.c:194
0040124B  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0040124B
004012B8  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004012B8
7C816FD7  C:\WINDOWS\system32\kernel32.dll:7C816FD7  RegisterWaitForInputIdle
---
When i try it againt it fall with same report.
But all is OK after:
1. start civclient
2. start new game
3. set aifill 30
4. start game
5. all is fine

Thanks for that game guys, next time i try to report patch(after understending 
of minGW)...




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[Freeciv-Dev] (PR#40016) FreeCiv 2.1.2 crash - message pane

2008-01-14 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40016 >

Hello:

civclient crashed with following error message to terminal when message 
in message pane was double-clicked after pressing "Turn Done" but before 
civclient had processed turn:
[...]
civclient: messagewin_common.c:165: get_message: Assertion 
`message_index >= 0 && message_index < messages_total' failed.
Aborted
[...]

FreeCiv 2.1.2 (GTK client) compiled from source code without errors or 
warnings of any kind and running on Fedora 7 Linux.

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

-- 
"I may detest what you say, but I will defend to the death your right to say 
it." EB Hall, "Friends of Voltaire", 1906 






Hello:

civclient crashed with following error message to terminal when message
in message pane was double-clicked after pressing "Turn Done" but
before civclient had processed turn:
[...]
civclient: messagewin_common.c:165: get_message: Assertion
`message_index >= 0 && message_index < messages_total'
failed.
Aborted
[...]

FreeCiv 2.1.2 (GTK client) compiled from source code without errors or
warnings of any kind and running on Fedora 7 Linux.

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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[Freeciv-Dev] (PR#40009) FreeCiv-2.1.2 crash/bug

2008-01-11 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40009 >

Hello:

I've experienced this crash more than once now: it was early in the 
game, I gave my explorers the "Auto-Explore" order, set tech 
research/goal and city production, and didn't have much of anything to 
do for several turns except watch and hit "Turn Done".  Suddenly, one of 
the explorers stopped, for no apparent reason, in the middle of nowhere, 
as if awaiting orders, like they do when they suddenly find themselves 
in neutral territory after a treaty.  So, I simply gave it the 
"Auto-Explore" order again, and the civserver immediately crashed with 
this error message:*
*
"[...]
civserver: unithand.c:612: handle_unit_change_activity: Assertion 
`punit->activity == ACTIVITY_EXPLORE' failed.
Aborted
[...]"

I'm running FreeCiv 2.1.2 with the GTK client, compiled from source code 
with no known errors or warnings of any kind, on Fedora 7 Linux.

Thanx and Regards,
Vince

-- 
"I may detest what you say, but I will defend to the death your right to say 
it." EB Hall, "Friends of Voltaire", 1906 






Hello:

I've experienced this crash more than once now: it was early in the
game, I gave my explorers the "Auto-Explore" order, set tech
research/goal and
city production, and didn't have much of anything to do for several
turns except watch and hit "Turn Done".  Suddenly, one of the explorers
stopped, for no apparent reason, in the middle of nowhere, as if
awaiting orders, like they do when they suddenly find themselves in
neutral territory after a treaty.  So, I simply gave it the
"Auto-Explore" order again, and the civserver immediately crashed with
this error message:

"[...]
civserver: unithand.c:612: handle_unit_change_activity: Assertion
`punit->activity == ACTIVITY_EXPLORE' failed.

Aborted
[...]"

I'm running FreeCiv 2.1.2 with the GTK client, compiled from source
code with no known errors or warnings of any kind, on Fedora 7 Linux.


Thanx and Regards,

Vince
-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-09 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

On Jan 8, 2008 7:42 AM, Daniel Markstedt <[EMAIL PROTECTED]> wrote:
>
> Very enlightening discussion. Thanks everyone.
>
> I propose keeping the Catalan nation in its current "Països Catalans"
> form while removing it from the 'medieval' group, leaving it simply
> "European".
>
> Creating a 'cultural' group is a great idea - I'd like to introduce it
> in 2.2 where we will have a lot more of this kind of nation in the
> default ruleset.

I concur. Your "cultural" group name is better than my "political" idea.

-- 
Miguel Farah
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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-09 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

On Jan 6, 2008 8:04 PM, Joan Creus <[EMAIL PROTECTED]> wrote:
>[...]
> I have also noticed that one of the cities in the catalan list is not really
> Catalan. Tolosa (Toulouse, in its French name) was Occitan. Occitans and
> Catalans were traditional allies, and there were lots of ties between the
> two nations, but they never had the same ruler. In fact, Vielha is another
> city of Occitan culture, but it has been administratively Catalan for
> centuries, and now Catalan, Spanish and Occitan are spoken there. So, Vielha
> stays.

I concur.

>
> By the way, Occitania is another nation worth including in Freeciv: full of
> legends about the Holy Grail; where troubadours flourished and spread the
> Occitan poems all over Europe, ...

How this never occured to me, I'll never understand. Joan, you're
brighter than me.

Let's work on it! When we're done, I'll make a campaign playing Occitania and
Catalunya against the evil French! :-D

-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-09 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

On Jan 6, 2008 1:44 PM, William Allen Simpson
<[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=40001 >
>
> [EMAIL PROTECTED] wrote:
> > I understand. But... if we were to keep catalan.ruleset as medieval,
> > it would necessarily refer to the Principality of Catalonia, so the only
> > cities it could contain would be the ones from Catalonia proper,
> > Catalonia Nord and perhaps the Franja Ponent (see my previous post).
>
> (heavy sigh) No, apparently you don't understand.  We don't distinguish
> between the Roman Republic and Empire, in our current rulesets.

Yeah, I understand. The point is that the current catalan.ruleset contains
cities that are not catalan (as in "part of Catalunya") and have never been
so (cities from the Kingdom/Region/Autonomy of Valencia, etc.). They're
there because they would form part of the "Països Catalans" that some
catalan nationalists advocate.


>[...]
> Apparently, Valencians, Majorcans, Andorrans et alia "became" Catalan.  And

Not exactly. Catalans resettled Valencia and the Balearic Islands. So it's
more like catalans became valencians and majorcans.

> still speak something recognizably Catalan many hundreds of years later.
> Not even the Roman Empire can claim that!
>
> Those cities belong.

Not really... the disctintion between Catalonia and the concept of
Països Catalans
needs to be made.

-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-09 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

On Jan 6, 2008 2:27 PM, Joan Creus <[EMAIL PROTECTED]> wrote:
>[...]
> >
> Right, let's forget about present-day politics or the whole thing will get
> really complicated. History is what it is. Let's leave it like that.
>
> If everybody agrees, I'll add a couple Andorran cities to the ruleset. That
> was a good idea.

Did you see my proposed Andorran city list?

-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-09 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

On Jan 6, 2008 1:17 PM, Joan Creus <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=40001 >
>
> We basically agree. I think the key here is the definition of "medieval" and
> "catalan". As I understand, "medieval" in Freeciv is used for "a nation that
> existed at some time, but isn't independent nowadays". Since there isn't a
> "cultural" category (after all, culture and language is what all these
> cities have in common), "medieval" is the closest we have.
>
>  And, indeed, during the Middle Ages these cities formed a nation (at least
> culturally, and, to some degree, also politically). Sure, there are a few
> cities in the ruleset that are not Catalan, but the King of the Crown of
> Aragon, who happened to live in Barcelona, ruled them. And the language
> spoken there is Catalan or some variant of it (I don't like the word
> "dialect" because it implies some hierarchy among different variants)


Er... that's kinda the point of contention: what exactly does catalan.ruleset
represent? The Counties/Principality/Region/Autonomy of Catalonia, the
crown of Aragon, or the Països Catalans?

It's an important question to determine, because the ruleset name and
the first few definition point towards the first, the "medieval" moniker
points to the second, and the city list (as currently exists) points to
the third, explicitly so.

The city list would be pretty useful for a ruleset for the Crown of
Aragon, provided that cities from Aragon (Kingdom/Region/Autonomy)
are added (Huesca, Zaragoza, Teruel, Sos, Jaca, etcétera).


BTW, I had an idea that might be good or might be utter crap. Joan
rightly states that grouping the current catalan ruleset as "fictional",
as I proposed, is too drastic. So, how about creating a new category,
"political" or something like that, for rulesets that describe
non-independent countries that some people/parties want to create?
Països Catalans would be a natural fit for this, as would be a kurdistan
ruleset.


-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-06 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

On Jan 6, 2008 12:47 PM, William Allen Simpson
<[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=40001 >
>
> William Allen Simpson wrote:
> > Which ones?  Do they speak Catalan?  How did they end up speaking
> > Catalan without ever being part of Catalonia?  Autonomous colonies?
> >
> To clarify my question, our current rule is:
>
>An _ancient_ or _medieval_ nation may list any city that it at some
>point controlled.
>
> For the purposes of this ticket, I opine that it is OK for historically
> Catalan-speaking cities to be included, as former Catalan colonies,
> whether founded under the Principality or a larger Empire ("Crown").

I understand. But... if we were to keep catalan.ruleset as medieval,
it would necessarily refer to the Principality of Catalonia, so the only
cities it could contain would be the ones from Catalonia proper,
Catalonia Nord and perhaps the Franja Ponent (see my previous post).
Valencia and Majorca were never part of the principality, nor were
colonies in the strict sense, so they can't be included if this is the
criteria to be used (nor Andorra, an independent entity).

-- 
Miguel Farah
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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-06 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

On Jan 6, 2008 11:53 AM, William Allen Simpson
<[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=40001 >
>
> [EMAIL PROTECTED] wrote:
> > Yeah, but the city list in the ruleset DOES contain cities
> > that have never been part of the Principality of Catalonia, or
> > the Region of Catalonia or the current Autonomy.
>
> Which ones?  Do they speak Catalan?  How did they end up speaking
> Catalan without ever being part of Catalonia?  Autonomous colonies?

All the cities in the current catalan.ruleset are catalan-speaking.

There are cities from Catalonia "proper": Barcelona, Girona, Tarragona, Vic,
Granollers, etc.

There are cities from Valencia (Valencia, Alacant, Elx, etc.) and the Balearic
Islands (Palma de Majorca, Eivissa, etc.). After those regions/kingdoms/etc.
were reconquered from the muslim, they were repopulated with catalans, who
brought their language with them.

There are cities from the "Franja Ponent" (Fraga, etc.), a small strip from
present-day Aragon that speaks catalan. Besides, the frontier between the
principality and the Kingdom moved in historical times - Fraga used to be
catalan, for example.

There are cities from Catalunya Nord (Perpinyá, etc.) the area of Catalonia
taken by the french in 1659 that is still rightfully claimed to be a part of
Catalonia proper.

And then's the Sardinian city of Alghero (L'Alguer), which was resettled in
the 14th century by catalans.

Finally, Andorra (a catalan speaking country), doesn't have any cities
represented in the ruleset (Andorra la Vella, Sant Julià de Lòria, Encamp
and Soldeu could be added).

According to catalan nationalists, in order for a city or county or whatever
to be a part of the Països Catalans, it must be a catalan-speaking area.

-- 
Miguel Farah
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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-06 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

Yeah, but the city list in the ruleset DOES contain cities
that have never been part of the Principality of Catalonia, or
the Region of Catalonia or the current Autonomy. There's even
a comment stating:

; This city list does not actually correspond to medieval Catalonia,
; but rather to the "Països Catalans" of modern ethnolinguistic
; nationalists.


So, what do we do?

Option 1: restrict the ruleset to Catalonia itself -> cities like Alacant,
Elx, Palma de Mallorca, L'Alguer, et cetera, should be removed.

Option 2: accept outright that the ruleset corresponds to the
Països Catalans option. The only change needed would be replace
"medieval" with "fictional". Let's not forget that there aren't any
aragonese NON-catalan-speaking cities in the list.

Option 3: create an aragonese ruleset for the CROWN of Aragon.

Options 2 and 3 are compatible, and -if it were for me-, I'd implement
both.


On Jan 6, 2008 11:22 AM, William Allen Simpson
<[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=40001 >
>
> Our replies crossed paths.
>
> [EMAIL PROTECTED] wrote:
> > The current catalan.ruleset does NOT represent the medieval counties of
> > Catalonia or the Crown of Aragon. Instead, it represents the "Països
> > Catalans", a non-existing nation that some catalans want to create,
> > seceding from Spain, and taking all the areas that are catalan-speaking:
> > Catalonia, Valencia (either most or all of it), a strip of the current
> > Aragon autonomy, the Balearic islands, the strip of Catalonia dominated
> > by France (almost all of the Pyrénées-Orientales department), Andorra
> > and the Sardinian city of Alghero.
> >
> According to the self determination of the populace, an _existing_ nation.
> And the ruleset specifically states the city list is modern.
>
>
> > So, he is right in stating that this is NOT a medieval nation (a ruleset
> > for the Crown of Aragon would be). Instead, it should be marked as
> > fictional or, at most, modern.
> >
> You mean the "Principality of Catalonia", the "Crown of Aragon" was later.
>
> Actually, having cities from different eras in more than one nation is
> fairly typical in our rulesets.
>
> English are listed as Medieval, and British as Modern, but there's lots of
> current cities in both.  And a fair number are actually Scottish
>
> Greeks are listed as Ancient, and Hellenic as Modern, but there's lots of
> current cities in both.  And a fair number are actually Macedonian
>
>
>
>
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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-06 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

On Jan 5, 2008 10:21 PM, Daniel Markstedt <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=40001 >
>
> While we're on the topic, I'd like to discuss this:
> http://forum.freeciv.org/viewtopic.php?t=4216
>
> The poster is mainly trolling, but he brings up the legit question of
> whether the Catalonia described in our ruleset existed in the middle
> ages or not. From Freeciv's nations policy: "a nation listed as
> ancient or medieval should have
> had an independent dynasty or state in ancient or medieval times
> respectively" (
> http://svn.gna.org/viewcvs/freeciv/trunk/doc/README.nations?rev=14172&view=auto
> )
>
> I'm not well versed in Iberian history, so please educate me on the issue. :)


Indeed, Daniel, the poster is mostly trolling (if he dislikes so much
the ruleset, he could simply erase that file from his installation and
be done with it, instead of uninstalling the whole game).

He's confusing several key points in the "history" he mentions to
downplay Catalonia.

Quick recap of Iberian history from 711 onwards:

The Visigoth kingdom is overrun by the muslim invaders, who decided the
Iberian Peninsula is a great place to live. Many locals actually join
them, preferring them over the visigoth ruling class.

Years later, the extreme north, not fully conquered, sees the formation
of the first christian kingdom (in the west side): Asturias, which
begins the process of reconquering the peninsula. Asturias begat Galicia
and León, which begat Portugal and Castilla. As the centuries move
forward, Castilla becomes the dominant kingdom and absorbs all except
for Portugal.


On the east side, the Carolingian Empire created the Spanish March to
contain the muslims. Over time, this March developed into several
independent kingdoms and counties. Aragon was one of those kingdoms,
which grew by absorbing other smaller fiefs (Ribagorza, Sobrarbe, etc.)
and to the south, retaking muslim lands. What today is called Catalonia
began as a series of independent counties (Ausona, Gerona, Besalú,
Conflent, Barcelona, etc.) which ended up united under the rule of the
Count of Barcelona.

Later, a dynastic union joined the Counties of Catalonia (by now
Principality of Catalonia) and the Kingdom of Aragon, forming the CROWN
of Aragon, which expanded southwards, conquering and creating the
Kingdom of Valencia and the Kingdom of Majorca (taken from the muslims),
and eastwards, taking Sicily, Naples and Sardinia (and others).

The KINGDOM of Aragon was a single realm within the CROWN of Aragon. The
capital city of the crown was Barcelona. The Crown was joined in 1479 in
a PERSONAL union with the Crown of Castilla. Only later the separate
Crowns were fused together into a single Crown (the crown of Spain).

It's important to note that the Crown, as the maritime empire it was,
was only loosely connected between its different realms - it worked more
like a confederacy of kingdoms.


Now, for some specific claims of the troll:

- Catalonia wasn't a "province" of Aragon (the kingdom) - it was an
independent realm within the Crown.

- "Jaume" is the catalan form of "Jaime" (James), so for catalan
speakers "Rei [King] Jaume I" is correct.

- Ramon Berenguer IV was the Count of Barcelona who, by marriage to
Petronila, son of the King of Aragon, became the first King of the Crown
of Aragon [1] - but he was catalan first and foremost.

- Both Peter/Pedro/Pere II [2] and James/Jaime/Jaume I were kings of the
Crown of Aragon, so they qualify as Counts of Barcelona as well.


[1] Actually, he was just "prince" - I'm simplifying a bit here.
[2] "Pere II" refers to Peter III of Aragon (known as Peter II of Barcelona),
who conquered Sicily.

All that said, there is one point that the guy does have, even if he's a
bit confused.

The current catalan.ruleset does NOT represent the medieval counties of
Catalonia or the Crown of Aragon. Instead, it represents the "Països
Catalans", a non-existing nation that some catalans want to create,
seceding from Spain, and taking all the areas that are catalan-speaking:
Catalonia, Valencia (either most or all of it), a strip of the current
Aragon autonomy, the Balearic islands, the strip of Catalonia dominated
by France (almost all of the Pyrénées-Orientales department), Andorra
and the Sardinian city of Alghero.

So, he is right in stating that this is NOT a medieval nation (a ruleset
for the Crown of Aragon would be). Instead, it should be marked as
fictional or, at most, modern.

Oh, and let's remove the portuguese nation from civilwar_nations while
we're at it.


Some references:

http://en.wikipedia.org/wiki/Catalan_language
http://en.wikipedia.org/wiki/Crown_of_Aragon
http://en.wikipedia.org/wiki/Pa%C3%AFsos_Catalans


-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

On Jan 5, 2008 4:38 PM, Joan Creus <[EMAIL PROTECTED]> wrote:
> You call that being negative? No way! On the contrary, it's great to get
> good feedback, particularly from the original author of the ruleset.

Actually, I wasn't the original author - I did a lot of work on it, though.

> Guardamar is Guardamar del Segura, one of the four traditional extreme
> points where the Catalan language is spoken (along with Salses, Fraga and
> Maó, with permission from l'Alguer). I didn't even know there was a
> Guardamar in la Safor, but I will add it.

Cool. You forgot to add " (ocean)" to both, though.

>[...]
> I will add both "hills" and "ocean" for Peníscola. Yes, only hills is
> justified by the name, but I can't resist having "ocean" for a place like
> that.

You know what? Me neither. Peníscola is a special place. :-)

And, while we're at it, let's add some more cities as well:

Roses
Calonge
Treumal
Cambrils
Tossa de Mar (ocean)
Solsona
Agramunt

What do you think?

-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-04 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=40001 >

Thanks, Joan, for improving on the ruleset I worked on quite some time
ago. Adding Pau Claris, Salses and Fraga were nice touches, I think.

Now, I hate to be negative, BUT... IIRC, the geographic features (hills,
ocean, etc.) were supposed to be added when the city name explicitly
states it, so a city name like Montserrat (meaning "Serrated Mount") can
get the " (hills)" designation, but Barcelona can't have " (ocean)" even
if the real-life city is coastal. At least, that's the criteria I used
back then.

So, I think the added geographical features added to Amposta, Barcelona,
Begur, Blanes, Cadaqués, Lleida, Maó (newly added), Palma de Mallorca,
Tarragona and València have to be removed.

By the way, the first time around, we forgot to add " (hills)" to
Peníscola (it's name derives from "peña", meaning "bouldery hill").

I'd complete the name of newly added Sant Fruitós: Sant Fruitós de
Bages.

I'm not sure whether the newly added city name of Guardamar refers to
Guardamar de la Safor or to Guardamar del Segura. Let's add both! :-) In
both cases, the " (ocean)" designation is warranted, and the latter
might deserve the " (river)" designation as well.



On Jan 4, 2008 11:29 AM, Joan Creus <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=40001 >
>
> This transaction appears to have no content
>
> The catalan ruleset has a few typos in city names. In the attached patch, I
> have fixed them, added a few more cities, and added a couple new (long dead)
> rulers for good measure. No translatable string has been changed, for
> inclusion in 2.1.
>
> Thanks,
>
> Joan


-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#39961) Open diplomacy tabs from previous turns have wrong data during current turns

2007-12-13 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39961 >

Sorry to hear that, i kinda liked having them around to remind me during all 
the micro-managing of world domination, if they just disapear every turn i'd 
forget what the AI was planning to do to me...  

That's why i kinda wanted a refresh of Tabs more than the Tabs to go away, but 
i trust you guys know best what to do, anyhow, just my 2bits.

Great Great Game!  =)



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[Freeciv-Dev] (PR#39965) Uncompressed & Compressed savegames use differing whitespace

2007-12-12 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39965 >

I noticed that savegames using no compression (level 0) and savegames using 
compression (at least the default level 6) use completely different line end 
whitespace, and so the the two files yield more "differences" than content.  

I would expect that the game use one form of savegame whitespace consistently, 
or that the gzip library used use the same line end white space as the FreeCiv 
game does.  

Or perhaps WinRar is doing this to me... i dunno ;)



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Re: [Freeciv-Dev] (PR#39959) SaveGame compression level changes when Leaving & (re)Loading savegames!

2007-12-12 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39959 >

Thanks William, i did notice this issue many years ago too, so i can see what 
you're saying is true.  I now just either accept the default compression level, 
or change it and go back with WinRar or 7Zip and undo compression as needed.

I was just surprised that even with my own rulesets used from the start that 
Leave & Load changed server options my rulesets specifically set.  I could 
fathom Quit doing that.  

Perhaps a "refresh ruleset button" post Savegame Loading?



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Re: [Freeciv-Dev] (PR#39961) Open trading tabs from previous turns have wrong data during current trading...

2007-12-10 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39961 >

WinXp sp2 + FC 211GTK2



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[Freeciv-Dev] (PR#39955) Bug: Can't see FreeCiv's default Theme scroll bar tabs!

2007-12-09 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39955 >

Hi Great Gods of FreeCiv Team,

I would humble like to request a change to the FreeCiv default Theme so i may 
for ever more see, and therefor use, FreeCiv's default Theme scroll bar tabs!

Since they're almost everywhere it is troublesome not to see them ever!

Jpeg attached.

PS  If this can't be a fix for all to enjoy, please send me the fix or way to 
fix this issue.
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Re: [Freeciv-Dev] (PR#39954) Savegames are corrupted Bug...

2007-12-09 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39954 >

Update: Savegames are becomming corrupted if i leave and go back to an earlier 
save game and then go forward, it is like it is combining the two past and 
present savegames into one??

For example:

If i go a few years, autosave..., autosave..., autosave... then i manual save, 
then i go back to a previous autosave and go forward, then i go back again and 
go forward...  Some where in there i get corruption and i have to go even 
further back to recover a working saved game.

How do i turn OFF the automatic saving of games as i exit?  If i load a save 
game and make a few moves or even just exit it overwrites a saved game on exit, 
no warning, no confirmation, no choice, it just does this!!  

This is very wrong behavior...  I will try and see if i can send files that 
show exactly this corruption in progress, but don't wait for me to fix this bug.

Really awesome game folks!!!  Thanks!!
=)


-
During game play i left and loaded an auto save game, but i can no longer Meet 
AI Players to offer or negotiate!?  I wonder what or why the savegame 
corruption?

I'm attaching the save game, my system is WinXP + Freeciv-2.1.1-gtk2.




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Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv

2007-12-04 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=16811 >

Daniel Markstedt wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=16811 >
>
>   
>>> sourceforge.net: The question was if bugzilla could run on SF.net webspace?
>>>   
>> Would be nice.
>> 
As has already been mentioned - SF has its own issue tracking system.
> "Disk Quota: Each project is provided 100MB of disk space for their
> usage." I'm quite sure the RT database ecxeeds that already. (
> http://sourceforge.net/docman/display_doc.php?docid=4297&group_id=1#acceptable_use
> )
>
>   
Why is that?  What is causing the the high disk space usage?
Attachments?  Issues (unlikely)?  Code?  Something else?
>>> icculus.org: IIRC, this was Per's contact. Status?
>>> seul.org: IIRC, this was Egor's contact. Status?
>>>   
>> Is that any better than freeciv.org?
>>
>> 
>
> Dunno. Haven't yet seen their terms of use.
>
>   
>> What about GNA?
>>
>> 
>
> If you mean the tracker, there was the problem that all projects use
> common bug numbering. If we were to import a database of tens of
> thousands of reports, it'd upset that system.
>
>   
Bugzilla provides the ability to use an alias for a bug, so it wouldn't
be a problem to create "FCRT" as an alias for those that want
to use the "old" issue numbers.  That makes it easy to move to from
system and not worry about renumbering.  JIRA uses numbering per-project
so the same is true there.

>> 
>>
>> To me the biggest issue is carrying over the bug database.  Not that
>> this is a show-stopper since it's clear that RT is not going to last
>> forever and the longer we wait the worst the problem there will get -
>> but, as RT is a simple database and bugzilla (or whatever) is a simple
>> database it really shouldn't be too hard to transfer the whole thing over.
>> 

Jason, I agree.  The good thing about Bugzilla is that it does have the
ability to import XML.  The question is, how to deal with the bug's
history.  So - before migrating to any system, I think it's fair to ask
- what are the requirements for data coming from the old system?  How
much of it must be carried over versus what parts can be left behind?  I
would have to assume that the RT system would be available for at least
a short period after a migration was completed at least so that old data
could still be looked up.

Typically, the way I've done migrations like these is to write an import
script that imports data from an existing system into the new system,
first from a backed-up copy for development and testing purposes, then
on migration day, from the live system.

Kevin




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Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv

2007-12-04 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=16811 >

Daniel,

> If Bugzilla is indeed as easy to maintain as you say, I could volunteer
> to take responsibility for it.
>
> The question of hosting remains. AFAIK, four alternatives have been
> proposed over the years:
>
> freeciv.org
> sourceforge.net
> icculus.org
> seul.org
>
> Let's go through them:
>
> freeciv.org: Our own aging servers in Paul's basement. Are they up to
> the task? 
> sourceforge.net: The question was if bugzilla could run on SF.net webspace?
> icculus.org: IIRC, this was Per's contact. Status?
> seul.org: IIRC, this was Egor's contact. Status?
>
>  ~Daniel
>   

Bugzilla is pretty easy to administer these days.  You can try it out on
your own system if you'd like.  The installation guide is very good and
covers Linux well as well as Windows.  It requires: A web server
(preferrably Apache), a database server (preferrably MySQL), and Perl
(5.8.6 or greater IIRC).  One of the Bugzilla systems I manage at work
takes less than 200MB of disk with about 50,000 bugs and all its
associated data (attachments, code and templates included).  Bugzilla
has a tremendous reporting system and doing the queries you discussed in
your email 2-3 hours after this one are all well covered.  Users can
sign themselves up for Bugzilla if it is configured to allow it and it
now includes fairly good support for receiving emailed bug reports.

I strongly encourage giving it a try on your own system first.  Please
let me know if you need help.

Kevin



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Re: [Freeciv-Dev] (PR#30483) 2.1.0b2/Windows Mouse goto with Air units causes client crash

2007-12-04 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=30483 >

Jason Short wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=30483 >
>
> Is this still a problem?  Or have these goto bugs been fixed?
>
> -jason
>   
It appears that this is still an issue, though I have yet to be able to 
test it on 2.1.1

Kevin



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Re: [Freeciv-Dev] (PR#21270) 2.1b2 civclient WinXP city display should show size, not just population

2007-12-03 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=21270 >

(I'm actually using the Gtk2 client, so technically my comment is out
of place, but I don't see a reason to fork the discussion.)

s1kevin writes:
> Rather than showing users just the population, please show us both the
> city size and population.

Me too.

My need for this is when gauging how long until I have to worry about
a growth-enabling improvement for a city. Currently, the most obvious
UI element representing city size is the row of icons representing
citizens. I can ust about cope with judging how close I am to 8
(aqueduct) by eye, but guessing how close I am to needing a sewer
system (size 12) without resorting to counting is beyond me.

The alternative is to go back and look at the map or city list or
something. This seems daft; it'd be really helpful to have the numeric
city size somewhere in the city dialog.

dmarks writes:
> But the size can be inferred from the population, can't it?

Technically, yes, but the translation is non-obvious -- it's probably
harder than the counting above.



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Re: [Freeciv-Dev] (PR#39914) Fedora server problem

2007-12-03 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39914 >

i agree. that might be the case ( although you know better me being a
newbie). as is the case, this has now stopped. this is what i did.
removed the freeciv package from the system and reinstalled the package
(had earlier upgraded it) and now its working fine. was wondering though
if it only happens on an upgrade.
Thanks for your reply and advice. much appreciated.
cheers,
Kunal
On Sun, 2007-12-02 at 05:28 -0800, William Allen Simpson wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=39914 >
> 
> There was a known exception (not a crash) in Fedora only, hopefully fixed in
> 2.1.1.  Please verify that 2.1.1 has fixed the problem.
> 
> 




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Re: [Freeciv-Dev] (PR#39914) Freeciv Crash

2007-11-26 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39914 >

hi,
using fedora core 8. installed from rpm package. freeciv version 2.1
thanks
Kunal
On Mon, 2007-11-26 at 10:41 -0800, Jason Short wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=39914 >
> 
> > [guest - Mon Nov 26 16:13:28 2007]:
> > 
> > hi,
> > freeciv client crashes too often after about 5-6 turns. sometimes says
> > connection to server lost on a localhost game. Attached a bug report.
> > thanks
> 
> What platform are you using?
> 
> What version of Freeciv?
> 
> -jason
> 




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Re: [Freeciv-Dev] (PR#39883) Gtk2 client tends to flake out after a while

2007-11-25 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39883 >

Jason Short:
> [Jacob Nevins:]
> > There is a fair amount of error reportage on the client's stderr. This
> > seems to be disappointingly normal for this Linux system -- there are
> > some errors that show up for every X program -- but perhaps some of
> > them may be diagnostic; I haven't attempted to see if any of them are
> > correlated with the reported symptoms. I could dig deeper.
> 
> You could send the stderr reports and we could glance through them.  
> Most likely nothing useful will be there though.

OK, I've done this and I think there is a clue here.

Here's what I see on the console (stdout/stderr):

  Startup. I think the following is due to system misconfiguration. At
  least the BadDevice stuff is, it happens for every X client.

open /dev/sequencer: No such file or directory
X Error: BadDevice, invalid or uninitialized input device 169
  Major opcode:  147
  Minor opcode:  3
  Resource id:  0x0
Failed to open device
X Error: BadDevice, invalid or uninitialized input device 169
  Major opcode:  147
  Minor opcode:  3
  Resource id:  0x0
Failed to open device

(civclient:13234): Gtk-WARNING **: Unable to locate theme engine in 
module_path: "pixmap",
  (this message x25)

  Now it's displaying the initial do-you-want-to-start-a-game-or-what
  screen.
  I load a savegame, select nation, and start the game.

2: Old attributes detected and removed.
  This probably isn't relevant to this bug, but this message appears to
  be generated by the game restore code. I note in passing that the
  savegame I'm loading was created by the same version of Freeciv,
  2.1.0, that I'm using to load it, so if this is a backwards
  compatibility measure it looks like something's gone wrong.

QPixmap::operator=: Cannot assign to pixmap during painting
  This error message comes up frequently during gameplay. It can even
  occur on repaints (Alt-Tab away and back). Since it appears to be
  something to do with Qt, and Freeciv doesn't touch Qt directly, I
  speculate that this would only be seen when running under KDE (which
  is what I'm doing, in case it wasn't obvious from the initial report).

  We get thousands of these QPixmap messages during about 2.5 hours of
  gameplay. Just before the point where I notice my symptoms occurring,
  these other messages appear at various intervals:

(civclient:13234): Gdk-WARNING **: GdkWindow 0x376242b unexpectedly destroyed

(civclient:13234): Gdk-WARNING **: GdkWindow 0x376242e unexpectedly destroyed

(civclient:13234): Gdk-WARNING **: GdkWindow 0x3764519 unexpectedly destroyed

(civclient:13234): Gdk-WARNING **: GdkWindow 0x3764523 unexpectedly destroyed

  At this point I notice that it's gone wonky and start preparing to
  save and quit. I get more errors mixed in with QPixmap nonsense, then
  a crash :(

(civclient:13234): Gdk-WARNING **: GdkWindow 0x3764576 unexpectedly destroyed

(civclient:13234): Gdk-WARNING **: GdkWindow 0x376450d unexpectedly destroyed

(civclient:13234): Gdk-WARNING **: GdkWindow 0x37645b8 unexpectedly destroyed

Segmentation fault

  It doesn't usually crash before I manage to save.
  Unfortunately, I don't have a coredump.



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Re: [Freeciv-Dev] (PR#39885) Picks same nation twice from civil war list from same host nation

2007-11-23 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39885 >

> On 11/23/07, [EMAIL PROTECTED]
> <[EMAIL PROTECTED]> wrote:
> >
> > I managed to take the Poles' capital and provoke civil war twice in
> > succession in a single game. Both times, Freeciv decided to name the
> > seceding faction as the Silesians, so the game ended up with two
> > identically-named but separate nations.
> 
> Could it have been before this patch was applied?
> 
> http://bugs.freeciv.org/Ticket/Display.html?id=17436

I don't think so -- that patch was applied in January 2007, I didn't
start the game until May, and I believe I was always using the latest
available beta of 2.1.0.



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[Freeciv-Dev] (PR#39885) Picks same nation twice from civil war list from same host nation

2007-11-22 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39885 >

I managed to take the Poles' capital and provoke civil war twice in
succession in a single game. Both times, Freeciv decided to name the
seceding faction as the Silesians, so the game ended up with two
identically-named but separate nations. It would be good if this could
be avoided.

In polish.ruleset, we have
  civilwar_nations = "lithuanian", "silesian", "ukrainian"
so it's not as if the server was pushed for choice (neither the
Lithuanians nor the Ukrainians had ever been in the game).

This would have been with one of the 2.1.0 betas (client and server); I
don't know precisely which one offhand, but I have the savegames, and
can probably guess what version I was using at the time.



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[Freeciv-Dev] (PR#39886) Paradrop always displays turns to target as "Unreachable"

2007-11-22 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39886 >

In the 2.1.0 Gtk2 client, when paradropping a Paratrooper unit, the unit
info on the left always says "Unreachable", regardless of whether the
cursor is over a point where the paradrop would succeed.

The attached screenshot illustrates this. It's from one of the betas
from before PR#39693 was fixed, so instead of "Unreachable" it says
"Turns to target: 10 to -1", but the underlying bug is the same
and remains in the 2.1.0 release.

This is a cosmetic problem and doesn't impact the mechanics of the
paradrop. I'm not sure what it should display instead; I suspect the
display should be special-cased for the "paradrop" action. It would be
nice if there was an indication somewhere of whether the cursor was
within the 10-tile limit so that I didn't have to count tiles.

Running on Kubuntu Linux 6.06 ("Dapper").



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[Freeciv-Dev] (PR#39884) Typo "succesfully" in English airlift message

2007-11-22 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39884 >

Trivial, but it's been bugging me for years: when a unit is airlifted,
Freeciv says "Engineers transported succesfully." "Successfully" is
spelled thus (two 's's).

This is in the 2.1.0 release (and every version since I can remember).
Gtk2 client, if it matters.

I haven't attempted to provide a patch, as this text is used as the
msgid for translations and I don't know quite how to deal with that.



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Re: [Freeciv-Dev] (PR#19366) Window handling error?

2007-11-22 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=19366 >

> http://bugs.freeciv.org/Ticket/Display.html?id=19366 >

Sorry for not replying to this before the 2.1.0 release. I couldn't log
in to RT at all when I read your email, and couldn't remember what the
problem report was.

> Did you ever get this crash with a more recent version of Freeciv?
> Any savegame?

I haven't used a Windows client again recently, but I have been using
the Gtk2 client of the 2.1.0 betas and release, and I've founded lots
of cities without trouble.

I probably have got the savegame I alluded to in my original report
lying around somewhere, but it's not conveniently to hand. I can try to
dig it out if you're still interested.

Might be best to close this one.



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Re: [Freeciv-Dev] (PR#16811) Re: (PR#39854) Change bug tracking system

2007-11-13 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=16811 >

On Sun, 2007-11-11 at 09:07 -0800, Per Inge Mathisen wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=16811 >
> 
> On Nov 11, 2007 5:43 PM, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > From the hosting standpoint, if freeciv.org becomes a 401c3, then it
> > could collect donations so that it could pay for its own hosting if it
> > had to.
> 
> The problem has always been to find someone who could host it with an
> absolutely minimum of work needed to maintain it from our end.
> 
> Registering and maintaining a charity is almost a full time job.
> 
> > Has anyone looked into sourceforge?
> 
> Last I checked, it could not run bugzilla.
> 
>   - Per
> 

Hosting Bugzilla is actually very lightweight on time intensiveness from
an administrative perspective. It's now possible to give the ability to
manage individual product configurations to individuals that are not
administrators without giving away the keys to the rest of the
installation.  In the past three years, I can count on one hand the
number of times I had to fix things with Bugzilla, Apache, and MySQL
(Linux based).

In any case, I don't really care if it's Bugzilla, Sourceforge, Trac,
Jira, or something else.  My point is that right now, the current issue
tracking system could do a lot more to help foster contributions.
Rather than spending a lot of resources fixing RT, why not use something
that does a much better job meeting the needs out of the box?

Kevin



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Re: [Freeciv-Dev] (PR#16811) Re: (PR#39854) Change bug tracking system

2007-11-11 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=16811 >

On Sun, 2007-11-11 at 01:43 -0800, Erik Johansson wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=16811 >
> 
> On Nov 11, 2007 8:30 AM, Tautvydas Andrikys <[EMAIL PROTECTED]> wrote:
> >
> > http://bugs.freeciv.org/Ticket/Display.html?id=39854 >
> >
> > This bug tracking system is very simple and it is hard to track bugs, no
> > milestones, no SVN view, etc.(or maybe I dont see that as reporter).
> >
> 
> I think the most important thing is hosting for the bug system, people
> seems to think that the RT machine will go down anytime now (please
> correct me). I will not supply hosting for the system, because I can't
> promise continuity on my servers.
> 
> /Erik
> 

Also, with the recent release of Bugzilla 3, custom fields that may be
needed for this project are now largely, a configuration option.  This
also includes custom workflow.

On the import side, Bugzilla does support importing from XML.  An email
interface now comes with Bugzilla as well, though I'm not certain if
it'll accept new bugs at this point (haven't used it).

>From the administrative standpoint, I'll gladly teach someone who wants
to know how to maintain the system.

>From the hosting standpoint, if freeciv.org becomes a 401c3, then it
could collect donations so that it could pay for its own hosting if it
had to.

Has anyone looked into sourceforge?

BTW - this issue has been open for about two years and I'm wondering
(honestly) if a move like this will ever happen until someone decides to
kick in something to make it happen.  What that something is, I don't
know and as time goes on, I begin to care less and less.  It's not
because I don't want to see FreeCiv using an issue tracker that
encourages community participation, rather it's loosing interest in
spending energy trying to lead a team into something that it seems they
don't want (with some exceptions like possibly DanielM).

As I see it, it's not about Bugzilla vs. RT, it's about the usability of
the issue tracking system in place for open source development.
Searching in RT sucks in comparison to many other issue trackers
(Bugzilla, Jira, ...).  The way permissions are set up currently, it's
difficult to participate in a way that allows a contributor to find out
if an issue has already been reported, and if it has, what the current
state of the issue is.  Just looking at a list of bugs requires a login
at this point.  I could go on, but as I see it, these are barriers to
more development and review resources contributing to the project.

I strongly encourage current FreeCiv developers to go take a look at
http://bugzilla.mozilla.org/ to see a running example of Bugzilla and
how it's used for open-source development today.  Be aware that there
are companies using Bugzilla out there with over one million bugs
(issues) filed in their installations (Yahoo! is tracking well over
1.5M).

Kevin



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Re: [Freeciv-Dev] (PR#39825) Freeciv 2.1.0 SDL client bug

2007-11-02 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39825 >

Erik Johansson wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=39825 >
>
> On Nov 2, 2007 12:02 AM, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>   
>> http://bugs.freeciv.org/Ticket/Display.html?id=39825 >
>>
>> game crashes when disbanding a unit and outputs Segmentation fault core
>> dump
>> 
>
> Hi Weston
>
> can you tell us what, OS, version of freeciv, you are using. Please
> tell us when this happens, and if you can reproduce it send us the
> savegame..
>
> I tried on 2.1 SDL and it seems to handle disbands fine.
>
> Have fun /Erik
>
>
>   
im sorry i was kinda doing alot of things at once
Ubuntu 7.10 and 2.1.0 i built it from source
and if i disband some of the in-city units freeciv crashes

-- 
Weston Hanners
Phone: 812-545-9390
Email: [EMAIL PROTECTED]

-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/L/MU d(--) s+:+ a-- C+++(++) UL+++ !P L+++ !E W++>$ N+ o? K--? w !O !M !V 
PS+() PE-- Y? !PGP t++ !5 !X R tv b+() DI+ D+ G e h--- r+++ y+*
--END GEEK CODE BLOCK--




civgame-0800.sav.gz
Description: GNU Zip compressed data
begin:vcard
fn:Lionel Hanners
n:Hanners;Lionel
email;internet:[EMAIL PROTECTED]
tel;home:812-545-9390
tel;cell:812-545-9390
x-mozilla-html:FALSE
version:2.1
end:vcard

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[Freeciv-Dev] (PR#39825) Freeciv 2.1.0 SDL client bug

2007-11-01 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39825 >

game crashes when disbanding a unit and outputs Segmentation fault core 
dumped

-- 
Weston Hanners

-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/L/MU d(--) s+:+ a-- C+++(++) UL+++ !P L+++ !E W++>$ N+ o? K--? w !O !M !V 
PS+() PE-- Y? !PGP t++ !5 !X R tv b+() DI+ D+ G e h--- r+++ y+*
--END GEEK CODE BLOCK--


begin:vcard
fn:Lionel Hanners
n:Hanners;Lionel
email;internet:[EMAIL PROTECTED]
tel;home:812-545-9390
tel;cell:812-545-9390
x-mozilla-html:FALSE
version:2.1
end:vcard

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Re: [Freeciv-Dev] (PR#21637) 2.1.0b2 Numeric and cursor keys don't work

2007-11-01 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=21637 >

On Wed, 2007-10-31 at 04:44 -0800, Daniel Markstedt wrote:
> I thought all recent laptop keyboards have a 'soft' numerical
> keyboard: 789, uio, jkl, that you can access with the "fn" (or
> similarly named) key?
> 
> Anyway, keyboard commands certainly ought to be mappable to
> accommodate for everyone's preferences.

Daniel, for the most part, they do, but it's still a usability issue
when I can simply use a number for unit movement.  I want to stay as far
away from the mouse as possible, and using multi-key combinations is
about as bad for basic usage functions.

I agree - mappable keys make tremendous amounts of sense and would solve
my issue.

Kevin




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[Freeciv-Dev] (PR#39822) Feature Request - Adding Global Lists while in the City Sheet(F1)...

2007-10-31 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39822 >

It would be a real time saver to have the ability to Add Global Work lists in 
the Cities Sheet(F1) - IMHO.  Currently, we must go to each city and add global 
lists - unless i'm wrong about this(?).



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Re: [Freeciv-Dev] (PR#39810) Bug: Keyboard Commands Stopped Functioning!

2007-10-31 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39810 >

Well, i uninstalled FC210b6, but have the save games and .fc files still, i was 
going to try these save games and .rc files in the new FC210 i have install at 
some point.  

Since i'm kinda getting from you that these issues are not reproducable, i'n 
looking into my USB keyboard, its drivers, the USB hub chips, and the weather 
conditions possibilities.  

Since i was able to see these issues quite often and obviously from the two bug 
reports i sent directly to you (that was during my confusion trying to send bug 
reports to Bugs@ or [EMAIL PROTECTED] because it says to that on the header of 
FreeCiv's Bug Tracker instead of [EMAIL PROTECTED])

What is the small window that keeps opening up and stealing my commands?  Some 
sort of chat/server command/debug window?  If i knew i could tell if this is 
part of the issue.

What are the real commands? are some unlisted?  I find that Shift-Home and just 
Home function the same, and that the map scroll commands either do or don't 
need the Shift also with the arrow keys??  There seems to be unlisted features 
and commands which has me confused somewhat, especially the tiny text window.

So, if you cannot reproduce the issues Dan, especially from the two Assertion 
Failed bugs i sent you this last weekend, then i will keep looking for the 
reasons both inside the game and in the system i have, for example i'll hook in 
two USB keyboards and see what happens between the two.  But since i switched 
off the beta6 to the new 210 release i will really be looking for bugs in the 
new release.

Really Great game!   =)


--- [EMAIL PROTECTED] wrote:

From: "Daniel Markstedt" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: (PR#39810) Bug: Keyboard Commands Stopped Functioning!
Date: Wed, 31 Oct 2007 05:19:52 -0800


http://bugs.freeciv.org/Ticket/Display.html?id=39810 >

> [EMAIL PROTECTED] - Mon Oct 29 15:39:38 2007]:
> 
> For some reason my FreeCiv 210b6 Client stopped accepting keyboard
>commands, or mostly, erratically.  I can still use all the mouse
>commands, i think, i use the Client CUI pull-down menu Commands to
>actually move and play, uhg.
> 
> I have some keyboard control if i Quit and restart the save games, but
>it degenerates rather quickly, also when only able to use the mouse
>i cannot effectively switch from unit to unit, somehow if i try the
>units get 'joined' together and any commands i issue they both
>follow, like a Goto command.
> 
> I checked out my keyboard was not screwed-up by simultaneously using
>notepad in another background window and my keystrokes were as
>issued, no stuck meta keys, etc.
> 
> What can i submit to help resolve this issue?  I think i only changed
>a few city trade variables in the server options from the last time
>things worked well.
> 
> Thanks for a really Cool Game!!  =)
> 
> 
> 

What's the status on this?

You mentioned in PR#39814 that it could have been a problem with your 
keyboard.

 ~Daniel




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Re: [Freeciv-Dev] (PR#39812) Bug: Cannot Rename Global worklists in FC210

2007-10-31 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39812 >

Hi Dan,

Yes, windows FC210 GTK2 (non beta, just downloaded and fresh install) I was 
(and may still be) having a whole slew of USB keyboard anomalies, this may just 
be one glitch, i'm looking real close at my keyboard drivers or that my 
keyboard input somehow triggers something in FreeCiv to cause the the bugs i've 
submitted.  We have some possible static and RF noise due to weather changes 
and this may have caused the issues as well.  

But it is really helpful if you tell me that you do or do not get the same 
errors, what were the results of the two bug reports i sent directly to you 
this last weekend?  I've not seen the ticket#s yet.

What is the small input block window that keeps showing up during game play?  
My keystrokes get put into the box rather than being executed a commands, is i 
some sort of small chat or debug/server command window??


The 210 build is REALLY REALLY Great!  Thanks so much!  =)


--- [EMAIL PROTECTED] wrote:

From: "Daniel Markstedt" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: Re: [Freeciv-Dev] (PR#39812) Bug: Cannot Rename Global worklists in 
FC210
Date: Wed, 31 Oct 2007 05:17:48 -0800

Works for me in 2.1.0, win32-gtk2 build. Click once to select, twice
to make name editable, change name and hit enter.

Are you using the windows build? If not, could you post your GTK+ version?

 ~Daniel






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[Freeciv-Dev] (PR#39816) Design Request: That the GTK2 Client GUI have a Trade Sheet... F4?

2007-10-30 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39816 >

I would like to see a Trade overview sheet(could we use F4?) in the Client GUI 
so i may enjoy the aspects of trading far more, currently i have to view the 
City overview sheet to see if a trade route even exists!!  And that gives no 
details at all, i would like to see all the wonderful details of trading 
between cities and players brought out, this aspect of the game seems to lay 
dormant for some reason(s).

Thanks for a GREAT game!  =)



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Re: [Freeciv-Dev] (PR#39729) City Governor is disabled for all cities after I (re)load saved game

2007-10-30 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39729 >


>  Původní zpráva 
> Od: Daniel Markstedt <[EMAIL PROTECTED]>
> Předmět: (PR#39729) City Governor is disabled for all cities after I (re)load
> saved game
> Datum: 28.10.2007 11:08:25
> 
> 
> http://bugs.freeciv.org/Ticket/Display.html?id=39729 >
> 
> > [EMAIL PROTECTED] - Thu Sep 27 07:47:35 2007]:
> > 
> > It is with current svn version r.13653. game save attached. City
> > Governor is disabled for all cities after I (re)load saved game even
> > if I enable it before save and I play some turns.
> > 
> > Marek
> > 
> > 
> 
> This sounds like that pesky AI-takes-one-more-turn bug. Try reloading the 
> next-
> latest savegame instead.
> 
> Also, please tell us the version of Freeciv and your system details.

This is changing quickly - with latest version I had (16 Oct) it worked fine. I 
saw again randomly that
AI takes control over my human player. But again it was random and now it is ok.

I think this issue can closed.

Thanks

Marek
> 
>  ~Daniel
> 
> 
> 

Marek Slama
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#21637) 2.1.0b2 Numeric and cursor keys don't work

2007-10-30 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=21637 >

On Mon, 2007-10-22 at 04:47 -0700, Daniel Markstedt wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=21637 >
> It works here, if using the numerical keyboard.
> 
> This is probably a documentation issue. It should be clear in the help
> that these are the numbers on the numerical keyboard.

Hi Daniel,

>From my perspective, it's a usability issue largely because it doesn't
work for laptop users like myself.  Since we don't have a separate
numeric keypad, being able to use the top row of numbers is important.
It seems to me that Ctrl-Fx could be used to create a group and Shift-Fx
could be used to select a group.  My other reason for wanting to use the
numbers has a lot to do with the direction (arrow, pageup/dn, home/end)
keys not working unless I actually click on the map screen.  That is
annoying at least and at times, causes problems because the behavior is
inconsistent.  Depending on the situation, I can keep hitting the same
direction key and sometimes, the unit moves, sometimes it doesn't.

Thanks Daniel.

Kevin



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[Freeciv-Dev] (PR#39812) Bug: Cannot Rename Global worklists in FC210

2007-10-29 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39812 >

Hi!

Just downloaded & installed FreeCiv 210 (not Beta) on WinXP SP2 etc.  I cannot 
seem to rename the Global Worklist in the GTK2 Client GUI, now i have multiple  
lists named "new".  used to be able to do this in FC210b6.



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[Freeciv-Dev] (PR#39810) Bug: Keyboard Commands Stopped Functioning!

2007-10-29 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39810 >

For some reason my FreeCiv 210b6 Client stopped accepting keyboard commands, or 
mostly, erratically.  I can still use all the mouse commands, i think, i use 
the Client CUI pull-down menu Commands to actually move and play, uhg.

I have some keyboard control if i Quit and restart the save games, but it 
degenerates rather quickly, also when only able to use the mouse i cannot 
effectively switch from unit to unit, somehow if i try the units get 'joined' 
together and any commands i issue they both follow, like a Goto command.

I checked out my keyboard was not screwed-up by simultaneously using notepad in 
another background window and my keystrokes were as issued, no stuck meta keys, 
etc.

What can i submit to help resolve this issue?  I think i only changed a few 
city trade variables in the server options from the last time things worked 
well.  

Thanks for a really Cool Game!!  =)



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[Freeciv-Dev] (PR#39751) BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP...

2007-10-29 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39751 >

Update:

Here's what i found, when the client is started it tries to fill the desktop 
except for a small horizontal strip at the bottom, which i assumed was so we M$ 
Windows users would be able to see their TaskBar, i do not have my TaskBar at 
the bottom of the desktop, but rather at the top, so i was annoyed by this 
behavior.  

I could not get the client to start up without this anomaly, so i set my 
Taskbar to auto-hide and was frequently annoyed that iff i moused up too far it 
would unhide and cover the Client GUI top menu - repeatedly!  So my mouse 
skills were also tested as i played - who says FreeCiv is not a 1st person 
shooter game!  ;)

later, i found that if i clicked on the bottom pixel of the client window i 
would get a normal window which could be moved away from my TaskBar - yh!  
But if i did anything in local options the window would again resize and be 
covered bu the TaskBar - rgh!  I also noticed that that i had this set to 
fullscreen, i will try and resolve the 'issue' by setting the game to not 
fullscreen and hope i find my gaming Nirvana.

On the side of Development, the GUI people may want to really look into this, 
either take the whole Desktop or know where the TaskBar IS and allow for it so 
there is NO overlap of the default Client GUI window and TaskBar, or just set 
the default to non-fullscreen (aka Windowed).

Thanks for a really great GAME!!  =)



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Re: [Freeciv-Dev] (PR#39677) freeciv crashes while updating unit

2007-10-19 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39677 >

I just tried it... It worked well. Thanks for fixing it.

On Fri, 2007-10-19 at 13:05 -0700, Christian Prochaska wrote:

> http://bugs.freeciv.org/Ticket/Display.html?id=39677 >
> 
> > [EMAIL PROTECTED] - Fr 19. Okt 2007, 19:59:56]:
> > 
> > Thanks a lot. Will these make it into SVN soon? If so, I can wait for
> > that.
> > 
> 
> Yes, they are both in SVN now.
> 


David Walling





I just tried it... It worked well. Thanks for fixing it.

On Fri, 2007-10-19 at 13:05 -0700, Christian Prochaska wrote:


http://bugs.freeciv.org/Ticket/Display.html?id=39677 >

> [[EMAIL PROTECTED] - Fr 19. Okt 2007, 19:59:56]:
> 
> Thanks a lot. Will these make it into SVN soon? If so, I can wait for
> that.
> 

Yes, they are both in SVN now.







David Walling





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Re: [Freeciv-Dev] (PR#39677) freeciv crashes while updating unit

2007-10-19 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39677 >

Thanks a lot. Will these make it into SVN soon? If so, I can wait for
that.


On Fri, 2007-10-19 at 12:52 -0700, Christian Prochaska wrote:

> http://bugs.freeciv.org/Ticket/Display.html?id=39677 >
> 
> > [cproc - Fr 19. Okt 2007, 12:20:26]:
> > 
> > > [EMAIL PROTECTED] - Do 06. Sep 2007, 21:08:48]:
> > > 
> > > I am running Freeciv version 2.1.0-beta6 (beta version) gui-sdl
> > > 
> > > I got the following error when trying to upgrade a unit:
> > > 
> > >  civclient 
> > > 2: Using Video Output: x11
> > > 2: 480, 27, 0
> > > 2: area.h = 410
> > > 2: 768, 27, 0
> > > 2: area.h = 614
> > > 2: 768, 27, 0
> > > 2: area.h = 614
> > > 2: 768, 27, 0
> > > 2: area.h = 614
> > > 2: 768, 27, 0
> > > 2: area.h = 614
> > > civclient: repodlgs.c:171: popup_upgrade_unit_callback: Assertion
> > > `(&ut1) != ((void *)0) && (utype_by_number((&ut1)->index) == (&ut1))'
> > > failed.
> > > Aborted
> > > 
> > > The game died :(
> > > 
> > 
> > The attached patch fixes the failed assertion in S2_1 (already fixed in
> > S2_2/trunk) and removes the forgotten debug output. The segmentation
> > fault still remains at the moment.
> > 
> > 
> 
> And here's the crash fix.
> 


David Walling





Thanks a lot. Will these make it into SVN soon? If so, I can wait for that.


On Fri, 2007-10-19 at 12:52 -0700, Christian Prochaska wrote:


http://bugs.freeciv.org/Ticket/Display.html?id=39677 >

> [cproc - Fr 19. Okt 2007, 12:20:26]:
> 
> > [[EMAIL PROTECTED] - Do 06. Sep 2007, 21:08:48]:
> > 
> > I am running Freeciv version 2.1.0-beta6 (beta version) gui-sdl
> > 
> > I got the following error when trying to upgrade a unit:
> > 
> >  civclient 
> > 2: Using Video Output: x11
> > 2: 480, 27, 0
> > 2: area.h = 410
> > 2: 768, 27, 0
> > 2: area.h = 614
> > 2: 768, 27, 0
> > 2: area.h = 614
> > 2: 768, 27, 0
> > 2: area.h = 614
> > 2: 768, 27, 0
> > 2: area.h = 614
> > civclient: repodlgs.c:171: popup_upgrade_unit_callback: Assertion
> > `(&ut1) != ((void *)0) && (utype_by_number((&ut1)->index) == (&ut1))'
> > failed.
> > Aborted
> > 
> > The game died :(
> > 
> 
> The attached patch fixes the failed assertion in S2_1 (already fixed in
> S2_2/trunk) and removes the forgotten debug output. The segmentation
> fault still remains at the moment.
> 
> 

And here's the crash fix.







David Walling





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Re: [Freeciv-Dev] (PR#39752) BUG REPORT - CAN'T RUN GAME AS ISO-HEX...

2007-10-06 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39752 >

Hey Mark!  =)

Since i cannot seem to Guest login to the FreeCiv Bug tracker...  I'll just 
thank you this way!  THANK YOU!!  =)

oh, sorry 4 CAPS...  =)

--- [EMAIL PROTECTED] wrote:

From: "Daniel Markstedt" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: (PR#39752) BUG REPORT - CAN'T RUN GAME AS ISO-HEX...
Date: Fri, 5 Oct 2007 17:43:45 -0700


http://bugs.freeciv.org/Ticket/Display.html?id=39752 >

> [EMAIL PROTECTED] - Fri Oct 05 22:50:07 2007]:
> 
> Okay, i found the way FreeCiv does this, however, there should be an
>easier way to switch tilesets within the game or as an option at
>the start of game, the CMD line -t flag is a bit old fashioned to
>say the least!  Considering FreeCiv has come this far it should get
>some attention to this important detail.  IMHO.
> 
> Thanks for a great looking game!
> Please add this BUG REPORT to all the other people who find the
>workarounds are in the FAQs.
> 
> 

The GTK2 client supports the changing of tilesets in-game. Go to the
"Game" menu and select "Local Option" and look in the "Tileset" dropdown.

BTW, please don't write whole sentences in capitals. It's hard to read.

 ~Daniel




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Re: [Freeciv-Dev] (PR#39754) WHY HAS FREECIV DECIDED TO HIDE SERVER OPTIONS

2007-10-06 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39754 >

Hi Mark!  Thank you for this info, that's resolved then!!

My last concern for now is IF i save a game then load that saved game, it 
totally forgets who i was, er , meaning i got like 30 nations to choose from of 
which 29 were AI and 1 was me... i dunno, is that a feature?  IS there a way to 
be the nation i was besides REMEMBERING that info for each saved game 
somehow...?

TIA!!

--- [EMAIL PROTECTED] wrote:

From: "Daniel Markstedt" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: (PR#39754) WHY HAS FREECIV DECIDED TO HIDE SERVER OPTIONS
Date: Fri, 5 Oct 2007 18:16:19 -0700


http://bugs.freeciv.org/Ticket/Display.html?id=39754 >

> [EMAIL PROTECTED] - Fri Oct 05 22:59:28 2007]:
> 
> REGARDING THE FOUR BUG REPORTS - I ADDED THE NEEDED INFO ALREADY IN
>EMAIL REPLY.
> 
> THE ONLY Q I HAVE REMAINING IS: WHY HAS FREECIV DECIDED TO HIDE SERVER
>OPTIONS LIKE THE SAVE-GAME FILE NAME???  I LIKE TO SET THIS EVERY
>TIME, HOW DO I CHANGE THESE HIDDEN SERVER OPTIONS IN SINGLE PLAYER
>GAMES??
> 
> 

They aren't hidden as such, it's just that noone has implemented a gui
option for them in the (GTK2) client, yet.

You can use the chatline/commandline in pregame to set any server option
though. To change the savegame prefix for example, do:

/set savename yourgamename

Reference of all server options at
http://freeciv.wikia.com/wiki/Server_options

 ~Daniel

PS. Please don't write your bug reports in capitals. DS.





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[Freeciv-Dev] (PR#39751) BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP...

2007-10-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39751 >

STILL CANNOT SEE TOP MENU BAR IN WINXP WHEN WE HAVE OUR TASKBAR AT TOP OF 
DESKTOP, FREECIV DOES NOT ALLOW THIS TO WORK, FREECIV ONLY ALLOWS TASKBAR TO BE 
AT BOTTOM OF DESKTOP, PLEASE FIX THIS UNREASONABLE GUI ANOMALY ASAP!!!

CAN'T LOGIN TO BUG TRACKER SO HERE YOU GO!
THANK YOU FOR GREAT FUN GAME!



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Re: [Freeciv-Dev] (PR#39750) AutoReply: CAN'T LOGIN TO BUGTRACKER TO MAKE BUG REPORTS!!

2007-10-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39750 >

USING FIREFOX 2007 +ABP +NOSCRIPT



--- [EMAIL PROTECTED] wrote:

From: "The default queue" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: (PR#39750) AutoReply: CAN'T LOGIN TO BUGTRACKER TO MAKE BUG REPORTS!!
Date: Fri, 5 Oct 2007 01:26:38 -0700


Greetings,

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[Freeciv-Dev] (PR#39750) CAN'T LOGIN TO BUGTRACKER TO MAKE BUG REPORTS!!

2007-10-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39750 >

Not logged in.
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Re: [Freeciv-Dev] (PR#39753) BUG REPORT - GAME DOESN'T SAVE SERVER OPTIONS...

2007-10-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39753 >

REGARDING THIS BUG REPORT - MY SETUP IS WIN XP SP2 LATEST PATCHES, 
AMD DUALCORE, FIREFOX 2007, FREECIV 210BETA6.


NOTE: WHY HAVE YOU'ALL DECIDED TO HIDE STUFF LIKE THE SAVE-GAME FILE 
NAME???  I LIKE TO SET THIS EVERY TIME, HOW DO I CHANGE THESE HIDDEN 
SERVER OPTIONS IN SINGLE PLAYER GAMES??  



--- [EMAIL PROTECTED] wrote:

From: "The default queue" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: (PR#39753) AutoReply: BUG REPOET - GAME DOESN'T SAVE SERVER OPTIONS...
Date: Fri, 5 Oct 2007 01:44:16 -0700


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
"BUG REPOET - GAME DOESN'T SAVE SERVER OPTIONS...", 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#39753).

Please include the string:

 (PR#39753)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


-
I STILL CANNOT GET THE GAME TO SAVE SERVER OPTIONS, EVERY NEW GAME I START HAS 
ONLY THE DEFAULT OPTIONS AND IT IS EXPECTED THAT THE OPTIONS I SET STAY 
PERSISTENT FROM GAME TO GAME.  PLEASE FIX!!

BUG TRACKER IS NOT ALLOWING GUEST LOGINS SO HERE YOU ARE!!
THANK YOU FOR FUN LOOKING GAME!!






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[Freeciv-Dev] (PR#39754) RE: LAST 4 BUG REPORTS - MY SETUP IS...

2007-10-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39754 >

REGARDING THE FOUR BUG REPORTS - MY SETUP IS WIN XP SP2 LATEST PATCHES, AMD 
DUALCORE, FIREFOX 2007, FREECIV 210BETA6.

I WOULD ALSO SEND YOU SERVER OPTIONS I SET, BUT GAME DOES NOT SAVE THESE 
OPTIONS!!!  SO HERE ARE SOME FROM MEMORY:

SINGLE PLAYER, MAX PLAYERS 30, MAP SIZE LARGEST 29, TOPOLOGY 15 (DOES NO WORK), 
1X1 ISLANDS TRUE, POLE SEPARATE TRUE, EARTH LIKE, TEMP 55, LAND 33, HILLS 33, 
INLAND WATER 33, SPECIAL RESOURCES 500, TRIBE HUTS 500; UNITS cdwwx, UNHAPPY 
CITY SIZE 3, HIGHER UNHAPPY 11, CITY MIN DISTANCE 3, ALLOW CITY NAMES 3, MIN 
CIVIL WAR 11; GOLD 55; BUILDING DESTRUCTION 11%, MOVE INTO 11%, AUTO-ATTACK 
TRUE, REDUCE POP 15, BORDERS 0, UNITS NOT = UNHAPPINESS FALSE, BARBARIANS 4, 
ONSET -4000, SPIES 77%, CONTACT LOST 11, REBUILD CAP FALSE; INITIAL TECH 1, ALL 
3 TECH PENALTIES 11%.

NOTE: WHY HAVE YOU'ALL DECIDED TO HIDE STUFF LIKE THE SAVE-GAME FILE NAME???  I 
LIKE TO SET THIS EVERY TIME, HOW DO I CHANGE THESE HIDDEN SERVER OPTIONS IN 
SINGLE PLAYER GAMES??



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[Freeciv-Dev] (PR#39752) BUG REPORT - CAN'T RUN GAME AS ISO-HEX...

2007-10-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39752 >

I STILL I CANNOT GET THE GAME TO RUN IN ISO-HEX (MAP TOPOLOGY INDEX 15) PLEASE 
FIX FEATURE TO WORK.

CANNOT LOGIN TO BUG TRACKER SO HERE YOU GO!
THANK FOR FUN LOOKING GAME!



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Re: [Freeciv-Dev] (PR#39751) BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP...

2007-10-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39751 >

REGARDING THIS BUG REPORT - MY SETUP IS WIN XP SP2 LATEST PATCHES, 
AMD DUALCORE, FIREFOX 2007, FREECIV 210BETA6.



--- [EMAIL PROTECTED] wrote:

From: "The default queue" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: (PR#39751) AutoReply: BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP...
Date: Fri, 5 Oct 2007 01:32:42 -0700


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
"BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP...", 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#39751).

Please include the string:

 (PR#39751)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


-
STILL CANNOT SEE TOP MENU BAR IN WINXP WHEN WE HAVE OUR TASKBAR AT TOP OF 
DESKTOP, FREECIV DOES NOT ALLOW THIS TO WORK, FREECIV ONLY ALLOWS TASKBAR TO BE 
AT BOTTOM OF DESKTOP, PLEASE FIX THIS UNREASONABLE GUI ANOMALY ASAP!!!

CAN'T LOGIN TO BUG TRACKER SO HERE YOU GO!
THANK YOU FOR GREAT FUN GAME!






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[Freeciv-Dev] (PR#39753) BUG REPOET - GAME DOESN'T SAVE SERVER OPTIONS...

2007-10-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39753 >

I STILL CANNOT GET THE GAME TO SAVE SERVER OPTIONS, EVERY NEW GAME I START HAS 
ONLY THE DEFAULT OPTIONS AND IT IS EXPECTED THAT THE OPTIONS I SET STAY 
PERSISTENT FROM GAME TO GAME.  PLEASE FIX!!

BUG TRACKER IS NOT ALLOWING GUEST LOGINS SO HERE YOU ARE!!
THANK YOU FOR FUN LOOKING GAME!!



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Re: [Freeciv-Dev] (PR#39752) BUG REPORT - CAN'T RUN GAME AS ISO-HEX...

2007-10-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39752 >

Okay, i found the way FreeCiv does this, however, there should be an easier way 
to switch tilesets within the game or as an option at the start of game, the 
CMD line -t flag is a bit old fashioned to say the least!  Considering FreeCiv 
has come this far it should get some attention to this important detail.  IMHO.

Thanks for a great looking game!
Please add this BUG REPORT to all the other people who find the workarounds are 
in the FAQs.



--- [EMAIL PROTECTED] wrote:

From: "The default queue" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: (PR#39752) AutoReply: BUG REPORT - CAN'T RUN GAME AS ISO-HEX...
Date: Fri, 5 Oct 2007 01:37:29 -0700


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
"BUG REPORT - CAN'T RUN GAME AS ISO-HEX...", 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#39752).

Please include the string:

 (PR#39752)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


-
I STILL I CANNOT GET THE GAME TO RUN IN ISO-HEX (MAP TOPOLOGY INDEX 15) PLEASE 
FIX FEATURE TO WORK.

CANNOT LOGIN TO BUG TRACKER SO HERE YOU GO!
THANK FOR FUN LOOKING GAME!






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Re: [Freeciv-Dev] (PR#39754) BUG REPORT - WHY HAS FREECIV DECIDED TO HIDE SERVER OPTIONS...

2007-10-05 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39754 >

REGARDING THE FOUR BUG REPORTS - I ADDED THE NEEDED INFO ALREADY IN EMAIL REPLY.

THE ONLY Q I HAVE REMAINING IS: WHY HAS FREECIV DECIDED TO HIDE SERVER OPTIONS 
LIKE THE SAVE-GAME FILE NAME???  I LIKE TO SET THIS EVERY TIME, HOW DO I CHANGE 
THESE HIDDEN SERVER OPTIONS IN SINGLE PLAYER GAMES??


--- [EMAIL PROTECTED] wrote:

From: "The default queue" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: (PR#39754) AutoReply: RE: LAST 4 BUG REPORTS - MY SETUP IS...
Date: Fri, 5 Oct 2007 02:15:13 -0700


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
"RE: LAST 4 BUG REPORTS - MY SETUP IS...", 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#39754).

Please include the string:

 (PR#39754)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


-
REGARDING THE FOUR BUG REPORTS - MY SETUP IS WIN XP SP2 LATEST PATCHES, AMD 
DUALCORE, FIREFOX 2007, FREECIV 210BETA6.

I WOULD ALSO SEND YOU SERVER OPTIONS I SET, BUT GAME DOES NOT SAVE THESE 
OPTIONS!!!  SO HERE ARE SOME FROM MEMORY:

SINGLE PLAYER, MAX PLAYERS 30, MAP SIZE LARGEST 29, TOPOLOGY 15 (DOES NO WORK), 
1X1 ISLANDS TRUE, POLE SEPARATE TRUE, EARTH LIKE, TEMP 55, LAND 33, HILLS 33, 
INLAND WATER 33, SPECIAL RESOURCES 500, TRIBE HUTS 500; UNITS cdwwx, UNHAPPY 
CITY SIZE 3, HIGHER UNHAPPY 11, CITY MIN DISTANCE 3, ALLOW CITY NAMES 3, MIN 
CIVIL WAR 11; GOLD 55; BUILDING DESTRUCTION 11%, MOVE INTO 11%, AUTO-ATTACK 
TRUE, REDUCE POP 15, BORDERS 0, UNITS NOT = UNHAPPINESS FALSE, BARBARIANS 4, 
ONSET -4000, SPIES 77%, CONTACT LOST 11, REBUILD CAP FALSE; INITIAL TECH 1, ALL 
3 TECH PENALTIES 11%.

NOTE: WHY HAVE YOU'ALL DECIDED TO HIDE STUFF LIKE THE SAVE-GAME FILE NAME???  I 
LIKE TO SET THIS EVERY TIME, HOW DO I CHANGE THESE HIDDEN SERVER OPTIONS IN 
SINGLE PLAYER GAMES??






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Re: [Freeciv-Dev] (PR#38558) [patch] client segfault during automove with 30 players and 2 pirates

2007-09-16 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=38558 >


I don't have that save game set anymore. Sorry. :(I suppose I'll need to 
unpatch my client so I can get the error again.  I don't play much lately.  At 
2 hr/turn I don't have the time. :/  Either way, though, the client should be 
patched.

Sorry for not getting back to you sooner.

P.S. I can't seem to log in as guest at bugs.freeciv.org so I can't compare 
against 39392.

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[Freeciv-Dev] (PR#39677) freeciv crashes while updating unit

2007-09-06 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39677 >

I am running Freeciv version 2.1.0-beta6 (beta version) gui-sdl

I got the following error when trying to upgrade a unit:

 civclient 
2: Using Video Output: x11
2: 480, 27, 0
2: area.h = 410
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
civclient: repodlgs.c:171: popup_upgrade_unit_callback: Assertion
`(&ut1) != ((void *)0) && (utype_by_number((&ut1)->index) == (&ut1))'
failed.
Aborted

The game died :(





I am running Freeciv version 2.1.0-beta6 (beta version) gui-sdl

I got the following error when trying to upgrade a unit:

 civclient 
2: Using Video Output: x11
2: 480, 27, 0
2: area.h = 410
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
civclient: repodlgs.c:171: popup_upgrade_unit_callback: Assertion `(&ut1) != ((void *)0) && (utype_by_number((&ut1)->index) == (&ut1))' failed.
Aborted

The game died :(


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Re: [Freeciv-Dev] (PR#39530) Wonders don't allow units

2007-08-23 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39530 >

Marko Lindqvist wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=39530 >
> 
> On 23/08/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>> [EMAIL PROTECTED] wrote:
>>
>>> With rndCiv i use Wonders to define special races,
>>> ie if you build "The Elves" wonder you can build Elvish units.
>>>
>>> I found that this didn't work, so i made building "The Elves"
>>> allowed you to build "Elveshome" in your cities which allowed
>>> you to build Elvish units.
>>>
>>> It would be simpler for me, and prolly for the code, if Wonders
>>> could allow certain units to be built, either on a City, Island,
>>> Nation, or Planet wide basis.
>>>
>>> This wouldn't affect the default rulesets, but would allow more
>>> complexity in mods.
>> Ive looked through the code, and i find that the functions that check
>> whether a unit can be built...
>>
>>common/city.c:490 can_build_unit
>> - calls can_build_unit_direct & can_player_build_unit_direct
>>
>>common/city.c:463 can_build_unit_direct
>> - calls can_player_build_unit_direct
>>
>>common/unittypes.c:503 can_player_build_unit_direct
>>   - calls can_player_build_improvement_direct
>>
>> end up calling...
>>
>>common/improvement.c:312 can_player_build_improvement_direct
>>
>> which returns false, if the improvement is a wonder & the wonder has
>> been built.
> 
>  Actual problem is that unit improvement requirement has no ruleset
> defined range. Building is always required in "City" range. This is
> what we usually want for normal buildings, and for some wonders.
>  Just changing hardcoded range to be "Player" for wonders would
> replace bug with another. Do we want *all* the wonders to provide unit
> building abilities in all cities?
> 
> 
>  - ML
> 
> 

Having made a lot of rulesets for rndCiv, ive never wanted to allow a
unit to be buildable globally by everybody if a Wonder existed.

Sometimes ive wanted a unit to be buildable globally by the Wonder
owner, but handle that by having another building be buildable if
you own the wonder, that building allows the unit to be built.

Mostly i want the Wonder to have the same usage as ordinary impr_req
buildings.  If the wonder is in the city, and not obsolete, the unit
is buildable.

That's more than we can do right now, it keeps the standard impr_req
usage, it doesn't break impr_req expectations (ie, it's taken me a long
time to notice the problem), it would make rndCiv much better, and it
could be extended later on if required.

-billy



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Re: [Freeciv-Dev] (PR#39530) Wonders don't allow units

2007-08-23 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39530 >

[EMAIL PROTECTED] wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=39530 >

> With rndCiv i use Wonders to define special races,
> ie if you build "The Elves" wonder you can build Elvish units.
> 
> I found that this didn't work, so i made building "The Elves"
> allowed you to build "Elveshome" in your cities which allowed
> you to build Elvish units.
>
> It would be simpler for me, and prolly for the code, if Wonders
> could allow certain units to be built, either on a City, Island,
> Nation, or Planet wide basis.
> 
> This wouldn't affect the default rulesets, but would allow more
> complexity in mods.

Ive looked through the code, and i find that the functions that check
whether a unit can be built...

   common/city.c:490 can_build_unit
- calls can_build_unit_direct & can_player_build_unit_direct

   common/city.c:463 can_build_unit_direct
- calls can_player_build_unit_direct

   common/unittypes.c:503 can_player_build_unit_direct
  - calls can_player_build_improvement_direct

end up calling...

   common/improvement.c:312 can_player_build_improvement_direct

which returns false, if the improvement is a wonder & the wonder has
been built.

Which means that a unit that's impr_req is a wonder will never be able
to be built as  can_player_build_improvement_direct() will return false.

It seems that can_player_build_improvement_direct() is used for two
purposes, to check if a building can be built & to check if a unit can
be built.

im not a c coder, but my initial solution..

   can_player_build_improvement_direct {
X  = main code
Z  = wonder check
   }

becomes...


   can_player_build_improvement_direct_main {
X
   }

   can_player_build_improvement_direct {
can_player_build_improvement_direct_main()
Z
   }

Tests that come from unit functions use
   can_player_build_improvement_direct_main()

Tests that come from building functions use
   an_player_build_improvement_direct()

or something like that

-billy






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Re: [Freeciv-Dev] (PR#39582) 2.0.9: crash at end of turn

2007-08-18 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39582 >

On 8/18/07, Christian Prochaska <[EMAIL PROTECTED]> wrote:
>
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39582 >
>
> As a side note, when running the server separately, it showed this output:
>
> 1: Dangerous danger[0] (20180936) in Bethlehem.  Beware of overflow.


Dangerous danger? Sounds dangerous :)
Possibly because of global warming?

On 8/18/07, Christian Prochaska <[EMAIL PROTECTED]> wrote:
http://bugs.freeciv.org/Ticket/Display.html?id=39582 >As a side note, when running the server separately, it showed this output:
1: Dangerous danger[0] (20180936) in Bethlehem.  Beware of overflow.Dangerous danger? Sounds dangerous :)Possibly because of global warming?
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Re: [Freeciv-Dev] (PR#39582) 2.0.9: crash at end of turn

2007-08-18 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39582 >

On 8/18/07, Christian Prochaska <[EMAIL PROTECTED]> wrote:
>
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39582 >
>
> backtrace:
>
> Program received signal SIGSEGV, Segmentation fault.


ok, so it's a real bug.
I loaded the savegame into 2.1.0, suddenly almost all cities were in revolt,
and had different improvements than those visible in 1.9. I also noticed
granaries as possible upgrades, but these were obsolete.
I clicked end of turn, no crash but end of game since it's 2001.

thanks,
Chris

On 8/18/07, Christian Prochaska <[EMAIL PROTECTED]> wrote:
http://bugs.freeciv.org/Ticket/Display.html?id=39582 >backtrace:Program received signal SIGSEGV, Segmentation fault.
ok, so it's a real bug.I loaded the savegame into 2.1.0, suddenly almost all cities were in revolt, and had different improvements than those visible in 1.9. I also noticed granaries as possible upgrades, but these were obsolete.
I clicked end of turn, no crash but end of game since it's 2001.thanks,Chris
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[Freeciv-Dev] (PR#39582) Forward of moderated message

2007-08-18 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39582 >


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Subject: Saved game crashes freeciv
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Hi,

I had a freeciv saved game that I could load, but upon clicking End turn,
freeciv 2.0.9 would crash eventually.
In order to see whether the problem was solved in a newer version I
installed 2.1.0.beta4. I first uninstalled 2.0.9, this action of
courseresulted in all my saved games being deleted.. not very nice. A decent
app asks first before deleting anything user-created like saved games/
projects etc, so that's something to fix right there.
So, unfortunately, I don't have a saved game to send you. The year was
around 1985, I was playing british on a high res map of europe. I was
winning, so had loads of units (>500),
and loads of cities as well. Maybe a memory problem? I think the original
civ 2, as well as Alpha Centauri, had the same problem. Very frustrating
since you can't end a game.
I'm runnng XP with highest patch level on a laptop with 1.5 Ghz Celeron and
1 gb of memory.

take care,
Chris.

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Hi,I had a freeciv saved game that I could load, but upon clicking
End turn, freeciv 2.0.9 would crash eventually.In order to see whether
the problem was solved in a newer version I installed 2.1.0.beta4. I first
uninstalled
2.0.9, this action of courseresulted in all my saved games being deleted..
not very nice. A decent app asks first before deleting anything user-created
like saved games/ projects etc, so that's something to fix right there.
So, unfortunately, I don't have a saved game to send you. The year
was around 1985, I was playing british on a high res map of europe. I was
winning, so had loads of units (>500),and loads of cities as well.
Maybe a memory problem? I think the original civ 2, as well as Alpha
Centauri, had the same problem. Very frustrating since you can't end a
game.
I'm runnng XP with highest patch level on a laptop with 1.5 Ghz
Celeron and 1 gb of memory.take care,Chris.

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Date: Aug 18, 2007 5:06 PMSubject: Mail delivery failed: returning message to senderTo: [EMAIL PROTECTED]This message was created automatically by mail delivery so

Re: [Freeciv-Dev] (PR#20167) 2.1 aqueduct

2007-08-17 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=20167 >

It was fixed, no need to worry.   

It was fixed, no need to worry.   
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Re: [Freeciv-Dev] (PR#20936) unforgiving AI doesn't accept any treaty

2007-08-14 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=20936 >

Daniel Markstedt wrote:
> It is a known problem that AI often become very hostile without apparent
> reason and will never ever 'forgive' you during the game. The reason for
> this behavior, is that all AI players play the game to win (i.e.
> exterminate everyone else) so if they see you taking the lead (top
> score) or a member of a powerful alliance, they will become perpetually
> hostile towards you.
> 
> This is IMHO a quite depressing play style and effectively removes much
> of the fun in player vs. AI games for me. The most annoying part, I
> think, is the fact that far-away civilizations you meet late in the game
> are already in this terminator-mood - I guess through alliances with
> players hostile towards you.

I think the AI's would be harder if they were more forgiving.

Let me explain.

Once many versions ago, i played a rev with new ai code,
in this everyone was friendly to everyone else, and competition
for city sites was fierce, but polite.

After a couple of hundred years i got bored with the peace, and
declared war on one weak & annoying neighbour, suddenly everyone
was at war with me, the whole world!

Obviously this behaviour was too intelligent, and besides it
destroyed gameplay.  But it got me thinking.

In moments of weakness, i'll offer peace to some ai im thrashing,
and it won't accept!! How stupid is that.  It's not even trying to
buy a bit of time, to rebuild & wait till im bogged down with my back 
turned.

The AI, should ALWAYS sue for peace, if being beaten.

Most of the time, the ai's should be at peace, if they can be,
unless they really really desire war (ie, they think they can grab
a city in the next few turns).  Or they are a long way away and want to
sink your ships.  If there is no immediate tactical utility, to being at
war, they should be at peace.

This means, that as the player is generally superior tactically, they
won't be getting armies destroyed all the time.  If you're not winning
and you may as well not be fighting.  This means more ai's survive, with
larger nations, longer.

-billy



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[Freeciv-Dev] (PR#39543) Cities compete over Small Wonders

2007-08-12 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39543 >

Hi

rndCiv uses Small Wonders, for things like Colleges of Magic
that can produce Magicians etc.  Often these units are Unique.

What ive found is that the AI will build a Small Wonder, build
the specialty unit, and then other cities in the same nation
will start building that Small Wonder, If they succeed the new
Small Wonder destroys the old one.

What often ends up happening is that many cities spend huge amounts
of resources rebuilding the Small Wonder, that they a) never really
build anything else, and b) the units that the Small Wonder allows
never have a chance to get built.

My suggestion for the AI code...  If a Nation already has a Small
Wonder, don't rebuild it anywhere else, that's the easy fix, and it'll
prolly be right 99% of the time.

-billy



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[Freeciv-Dev] (PR#39544) Sealanes

2007-08-12 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39544 >

Hi

One trick i use in Freeciv is Sealanes.

Sealanes are sentrying one or more ferries to create a
path across the ocean.

This aids management because if Sealanes connect islands
i can just tell a unit to 'goto' some other island, and
it finds it's own way, using the Sealanes.

Of course the Sealanes become a juicy target for sea hunters.

The current AI tends to build too many ships, and then has
trouble using them efficiently.

I think that if the AI creates Sealanes between island it's
interested in (finding shortest routes to park some ships),
it'll a) be more productive at getting units to their destinations,
b) more efficient in cpu cycles, as there is less ferry code to
execute, and c) make the game more fun as you'll notice that an
AI enemy is setting up Sealanes which will become more important
targets to disrupt, and will explicate their naval strategy better.

-billy



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[Freeciv-Dev] (PR#39542) Cities Build too Many Expensive Buildings

2007-08-12 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39542 >

Hi

Ive noticed that later on in a game, the AI's start to build Airports,
lots of Airports, and other expensive buildings - especially in rndCiv
where there can be so many more expensive buildings available.

This is ok, until the Nation has put one Airport in every town, even
when the towns are 3 squares away and connected by railway, in the
middle of a island, a very long way away from any enemy.

Ive found that this causes taxes to overtime got to 100% and science
output disappears.  The effect of this is that the AI's get to a certain
tech level and then stagnate.

The solution is prolly quite complex, but the AI needs to penalize
building too many expensive to maintain buildings.  This means taking
into account what other cities are doing.

Rough suggestions...
  * (where C = yearly building maintenance cost)
allow AI to build in 1/C cities, So All cities can build 1gold
buildings, but only 1/3 of cities build a 3gold airport.
This is fairly arbitrary, but may get the AI out of the trap.

  * decrease want by some formula, that takes into account...
 - how useful building is
 - how expensive the building is to maintain
 - how much income the city produces
 - how may other cities nearby have this building

-billy



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[Freeciv-Dev] (PR#39531) Partisan should be just another flag

2007-08-11 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39531 >

Hi

The Partisan flag has two special requirements...
   1) one unit must have it
   2) only one unit can have it

This makes things a wee bit complicated for rndCiv.

My request is that the Partisan flag becomes just a flag
for indicating which units may become Partisans, with these
semantics...
   1) it's ok to have no Partisan units
   2) Partisan units appearing still depends on Inspire_Partisans
  effect - which becomes generalised in the effects.ruleset
   3) it's ok to have many Partisan units, the units that appear
  will be determined by what's available & not obsoleted.

This will make rndCiv rulesets easier to generate, and will allow
more complex Partisan effects...
   * Refugees
   * high tech 4GW Partisans
   * Elf freedom fighters

This should simplify the code handling Partisans, and doesn't affect
the default ruleset.

-billy



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[Freeciv-Dev] (PR#39533) New Unit Flag - Once

2007-08-11 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39533 >

Hi

I propose a new unit flag - Once

This flag is like Unique, but even more limited.

The type of unit may only be built once (per Nation).
Once it is gone, the player may not build another.

This allows powerful units that can be used once, very
useful for rndCiv and other modpacks.

-billy



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[Freeciv-Dev] (PR#39530) Wonders don't allow units

2007-08-11 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39530 >

Hi

With rndCiv i use Wonders to define special races,
ie if you build "The Elves" wonder you can build Elvish units.

I found that this didn't work, so i made building "The Elves"
allowed you to build "Elveshome" in your cities which allowed
you to build Elvish units.

Of course, if you build an "Elveshome" and lose "The Elves"
you can still build Elvish units.  If you conquer a city with
a "Elveshome" you can build Elves.

It's fiddly and annoying, but i can live with it.

But i also had, "Lizardman Nests" as wonders, but couldn't
build Lizardmen warriors unless i create a City Improvement
that can only be built with the Wonder, to allow the units
to be built - it's ugly.

I also wanted special case units, like..
Foreign Legion: requires Eiffel Tower
Men In Black:   requires NSA
Evil Magician:  requires Temple of Doom
Angel:  requires Holy City
etc,

It would be simpler for me, and prolly for the code, if Wonders
could allow certain units to be built, either on a City, Island,
Nation, or Planet wide basis.

This wouldn't affect the default rulesets, but would allow more
complexity in mods.

Civ ties special units to a Nation, i think this is stupid.
Ie, Germany and the Panzer, the real reason Germany had the Panzer
is not that it's inherent in their national makeup, but that tanks
were new and Germany having being beaten in WWI engaged in a complete
rethink of their military doctrine - it's context dependent.

-billy



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[Freeciv-Dev] (PR#39534) Split up Diplomat/Spy abilities

2007-08-11 Thread [EMAIL PROTECTED]

http://bugs.freeciv.org/Ticket/Display.html?id=39534 >

hi

I propose that Diplomat/Spy abilities be split up into more flags,
each one handling some special ability - Seeing inside a city, bribing
a unit, poisoning a city, bribing a city, establishing an embassy, 
stealing a tech, sabotaging an improvement etc.

To keep config files manageable and backwards compatible, the
traditional Diplomat & Spy flags can become macros that expand out
to the new subset of Flags, or however the config parser would best
handle this.

The reason for this is to allow rndCiv & modpack authors to create new
units, that aren't just Diplomats with new names.

-billy



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