[Freeciv-Dev] [bug #19725] Cease fire with RIP players may break alliances
Follow-up Comment #2, bug #19725 (project freeciv): Yes, this looks like a duplicate of bug #17779, just different effect of ghostly ceasefire. Although I didn't understand that Democracy effect either. We didn't notice any long lasting problems with RIPed war states. ___ Reply to this item at: http://gna.org/bugs/?19725 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19725] Cease fire with RIP players may break alliances
URL: http://gna.org/bugs/?19725 Summary: Cease fire with RIP players may break alliances Project: Freeciv Submitted by: jheusala Submitted on: Thu 10 May 2012 02:23:23 PM GMT Category: general Severity: 4 - Important Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.2 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: If you have a cease fire with a player that somebody else RIPs while the cease fire is active, it may break your other alliances when it runs out. Since RIP player cannot be meet there is no way to fix the situation in game. Noticed this in our latest Longturn.org LT30 game. I had one cease fire running out to a friendly nation, but it was RIPed, and now I lost 10 alliances. I can still re-establish them though even when still war with that RIP player, so this clearly sounds like a bug. ___ Reply to this item at: http://gna.org/bugs/?19725 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19459] Disbanding units from city dialog by mistake
URL: http://gna.org/bugs/?19459 Summary: Disbanding units from city dialog by mistake Project: Freeciv Submitted by: jheusala Submitted on: Thu 16 Feb 2012 05:44:13 AM GMT Category: client Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.1 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: When performing actions from the city dialog like changing home city it is too easy to disband units by accident. I once more did just that in Longturn LT30 game -- when you have built that Horseman for days, it is really frustrating to loose that unit by mistake click. Maybe the action to disband could be removed from city dialogs? It can still be done by activating the unit and shift-d, or from the main menu, or even better it could have a Do you want to disband for X shields? -dialog. ___ Reply to this item at: http://gna.org/bugs/?19459 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19241] Server crash when game ends with 100 players
Follow-up Comment #2, bug #19241 (project freeciv): It seems that this can be fixed with dirty(?) hack by editing common/packets.h line 94 to unsigned char buffer[8192];. I guess there might be better solution. ___ Reply to this item at: http://gna.org/bugs/?19241 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18835] please support vertical tabs
Follow-up Comment #3, bug #18835 (project freeciv): Yes, left or right side, one tab header on each line. Text should still be normally horizontally to save space. Some browsers support it this way, too. I'm using tree-style-tab https://addons.mozilla.org/en-US/firefox/addon/tree-style-tab/ with my Firefox. ___ Reply to this item at: http://gna.org/bugs/?18835 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18835] please support vertical tabs
Follow-up Comment #1, bug #18835 (project freeciv): Yeah. I just got Marco Polo in a game with 70 human players and it's not very convenient to handle that many tabs anymore. Not sure if vertical tabs are the best way to make it better but that was only thing I thought. ___ Reply to this item at: http://gna.org/bugs/?18835 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18822] please change handling of minimap
Follow-up Comment #5, bug #18822 (project freeciv): This way the player gets feedback as to how much territory remains undiscovered. That was the point actually. I think it should be realistic interface which doesn't give too much information and keeps the size as mystery the user has to discover by exploring it. (Of course it can be figured out from server settings but that will not happen by mistake.) ___ Reply to this item at: http://gna.org/bugs/?18822 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18822] please change handling of minimap
Follow-up Comment #1, bug #18822 (project freeciv): This is specifically problem with a small screen (netbooks etc) or very big maps. We are playing size 60 game with 126 players at the moment. Small minimap with scrollbars is mostly useless even on my big wide screen monitor and many of our players have reported the same problem. ___ Reply to this item at: http://gna.org/bugs/?18822 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev