[Freeciv-Dev] [bug #20877] fcgui cannot handle --LoadAI

2013-06-09 Thread Micke
Follow-up Comment #2, bug #20877 (project freeciv):

The result is that playing a local single-player game with AI modules is
needlessly cumbersome, but I made the comment about being able to play too
soon anyway; the server crashes whenever I try to start a game. At first it
crashed after starting the game, so I thought it was because I was calling dai
functions from mssai functions. I then copied and renamed those, but the
result was the server crashing immediately after reading the default ruleset,
before the client could connect. I then began anew, cloning the classic module
and making no other changes than renaming all its wrapper functions... with
the same result.
I'm beginning to think it will be less trouble to just hack the default AI
directly and patch it locally whenever I upgrade.


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[Freeciv-Dev] [bug #20877] fcgui cannot handle --LoadAI

2013-06-08 Thread Micke
URL:
  http://gna.org/bugs/?20877

 Summary: fcgui cannot handle --LoadAI
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Sun Jun  9 04:36:02 2013
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: Probably all with AI modules
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

$ fcgui --LoadAI mss
Unable to find client executable: freeciv
Searching for freeciv clients ...
... using ./client/freeciv-gtk2
Running ./client/freeciv-gtk2
Encodings: Data=UTF-8, Local=UTF-8, Internal=UTF-8
Unrecognised option: --LoadAI

The server, however, does recognise it:

$ fcser --LoadAI mss
Encodings: Data=UTF-8, Local=UTF-8, Internal=UTF-8
This is the server for Freeciv version 2.5.99-dev
You can learn a lot about Freeciv at http://www.freeciv.org/
2: Loading rulesets.
2: AI*1 has been added as Easy level AI-controlled player (classic).
2: AI*2 has been added as Easy level AI-controlled player (classic).
2: AI*3 has been added as Easy level AI-controlled player (classic).
2: AI*4 has been added as Easy level AI-controlled player (classic).
2: AI*5 has been added as Easy level AI-controlled player (classic).
2: Now accepting new client connections.

For introductory help, type 'help'.
 create test mss
test replacing AI*1 as an AI-controlled player.
 list
List of players:
--
Test [#ff]: Team 0, user Unassigned
  AI, mssai, difficulty level Easy
AI*2 [#00]: Team 1, user Unassigned
  AI, classic, difficulty level Easy
AI*3 [#00]: Team 2, user Unassigned
  AI, classic, difficulty level Easy
AI*4 [#8a2be2]: Team 3, user Unassigned
  AI, classic, difficulty level Easy
AI*5 [#ffa500]: Team 4, user Unassigned
  AI, classic, difficulty level Easy
--

Unfortunately, if I then run fcgui with that server running it spawns another
server without loading any dynamic modules...
$ ps -A|grep freeciv
26719 pts/500:00:00 lt-freeciv-serv
26738 ?00:00:02 lt-freeciv-gtk2
26759 ?00:00:00 freeciv-server

Luckily I can overcome this with fcgui -a -s localhost, so I can actually
play with dynamic AI modules.




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[Freeciv-Dev] [patch #3933] Method of transferring unit upkeep from cities lost to conquering enemies

2013-06-07 Thread Micke
Follow-up Comment #2, patch #3933 (project freeciv):

Attachment 1 affects the following files:
common/fc_types.h
common/game.h
common/packets.def
server/citytools.c:unit_enter_city()
server/ruleset.c
I.e. the same ones as the original submission plus fc_types.h - I hope that
was the correct place to define the new enum (on a sidenote, using SPECENUM
was surprisingly easy considering how scary the code looked). Apart from that
I also added another couple of possible settings (see below). I had to add to
the possible cpu workload and player notification spam in unit_enter_city(),
but on the plus side the new code makes use of existing notifications and thus
doesn't add any work for translators.

Attachment 2 affects the game.ruleset files for alien, civ1, civ2, civ2civ3,
classic, experimental and multiplayer. Full addition:
; Method of transferring unit upkeep from cities lost to conquering enemies
; (all styles but None require gold_upkeep_style  0). Where applicable
; units will have their upkeep transferred to the city closest to their
; current location in which they can exist.
; None - (Default) No units are transferred.
; BaseGold - Units with gold only or free of upkeep prior to applying any
;effects have their upkeep transferred.
; EffGold - Units with gold only or free of upkeep after applying player-
;and city effects (including Shield2Gold) have their upkeep transferred.
; BaseNoFood - Units without food upkeep prior to applying any effects have
;their upkeep transferred.
; EffNoFood - Units without food upkeep after applying current effects have
;their upkeep transferred.
; All - All units have their upkeep transferred.
upkeep_transfer_style = None


(file #18056, file #18057)
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Additional Item Attachment:

File name: upkeep_transfer_style.patchSize:7 KB
File name: uts_rulesets.patch Size:8 KB


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[Freeciv-Dev] [bug #20863] The AI goes crazy over upkeep-free/nohome workers

2013-06-03 Thread Micke
URL:
  http://gna.org/bugs/?20863

 Summary: The AI goes crazy over upkeep-free/nohome workers
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon Jun  3 16:16:01 2013
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

If workers are upkeep-free (at least in combination with a nohome flag,
killunhomed disabled and no civilian flag) the AI goes crazy and will
continuously build more, not stopping even when it has more than 50 per city.
  I haven't looked into the code yet, so I don't know if this is caused by the
autosettler AI always wanting more since they are so cheap, a general desire
almost always trumping everything else for the same reason or the AI thinking
they are a cost-effective unit for defence (which they would be if they could
kill anything not obsoleted by the Iron Age).




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[Freeciv-Dev] [patch #3933] Method of transferring unit upkeep from cities lost to conquering enemies

2013-06-03 Thread Micke
URL:
  http://gna.org/patch/?3933

 Summary: Method of transferring unit upkeep from cities lost
to conquering enemies
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon Jun  3 22:24:19 2013
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch introduces game.info.upkeep_transfer_style with values in [0,4] for
transferring unit upkeep from cities lost to conquering enemies (all styles
but 0 require gold_upkeep_style  0).
0 - (Default) No units are transferred.
1 - Units without food- or shield upkeep (including ones affected by
shield2gold) have their upkeep transferred to the city closest to the lost
one.
2 - Units without food upkeep have their upkeep transferred.
3 - All units have their upkeep transferred.

It affects the following files:
common/game.h
common/packets.def
server/citytools.c:unit_enter_city()
server/ruleset.c
data/classic/game.ruleset




___

File Attachments:


---
Date: Mon Jun  3 22:24:19 2013  Name: unit_upkeep_transfer.diff  Size: 6kB  
By: mss_8734

http://gna.org/patch/download.php?file_id=18047

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[Freeciv-Dev] [bug #20856] aisettler.c:food_starvation() seems to assume hardcoded 2 food/citizen.

2013-06-01 Thread Micke
Follow-up Comment #4, bug #20856 (project freeciv):

Quite so. I forgot to change  to =...


(file #18041)
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[Freeciv-Dev] [bug #20848] Allow the user to have CMA to have no minimum surplus for a category.

2013-06-01 Thread Micke
Follow-up Comment #1, bug #20848 (project freeciv):

These bounds appear to be determined client-side, in the code for creating the
sliders in client/gui-gtk-[23].0/cma_fe.c; in the gtk-2 version on lines 327 -
328:
pdialog-minimal_surplus[i] =
GTK_ADJUSTMENT(gtk_adjustment_new(-20, -20, 20, 1, 1, 0));

and in the gtk-3 version probably lines 343 - 345:
   pdialog-minimal_surplus[i] = hscale =
gtk_scale_new(GTK_ORIENTATION_HORIZONTAL, NULL);
gtk_range_set_range(GTK_RANGE(hscale), -20, 20);

These seem to override a value of -60 for a preset defined in the cma section
of ~/.freeciv-client-rc-version.
Easy enough to change by themselves, but at least the Gtk-2 version won't
adjust its size accordingly making precise control (such as setting a slider
back to 0 after going to -50) all but impossible.
 I don't intend to learn gtk-2 long after it's been deprecated and I won't
touch the gtk-3 one until I've upgraded my distro so I can compile it, but I
hope I've pointed someone else in the right direction.


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[Freeciv-Dev] [bug #20859] Messages Window empty on loading savegame

2013-06-01 Thread Micke
Follow-up Comment #1, bug #20859 (project freeciv):

There ought to be two values for the event cache, one for number of turns and
one for maximum size, available in the server internal options (Game →
Options → Remote Server → Internal if you want to adjust them for a
running game). Are these missing/broken in the MS Windows version or has
either of them been set to 0?

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[Freeciv-Dev] [patch #3923] Allow multiple partisan unit types.

2013-05-31 Thread Micke
Follow-up Comment #2, patch #3923 (project freeciv):

The updated version handles 2, 1 or 0 units without any problems except a lua
script error in the lattermost case.


(file #18037)
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[Freeciv-Dev] [bug #20856] aisettler.c:food_starvation() seems to assume hardcoded 2 food/citizen.

2013-05-31 Thread Micke
Follow-up Comment #2, bug #20856 (project freeciv):

This basic one ought to work on all versions. I don't think it's worth the
trouble of doing more unless one can make the AI send workers out ahead to
work on land for future use in a reasonable manner.

(file #18038)
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[Freeciv-Dev] [patch #3929] Updated documentation of civil_war_chance

2013-05-30 Thread Micke
URL:
  http://gna.org/patch/?3929

 Summary: Updated documentation of civil_war_chance
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Thu May 30 13:05:44 2013
Category: docs
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

I happened to notice that server/plrhand.c:civil_war_triggered() handles its
calculations in a manner not mentioned in doc/README.effects.




___

File Attachments:


---
Date: Thu May 30 13:05:44 2013  Name: readme_civil_war.diff  Size: 662B   By:
mss_8734

http://gna.org/patch/download.php?file_id=18030

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[Freeciv-Dev] [patch #3926] Make it easier for users to locally add a custom nation to the default set

2013-05-30 Thread Micke
Follow-up Comment #1, patch #3926 (project freeciv):

Would it be a great deal of work to add something overriding existing
definitions? Something like
‘*override_with my_local_nation.ruleset’ which one can add after
including the default nation list.

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[Freeciv-Dev] [bug #20855] ai/default/aiunit.c:look_for_charge()

2013-05-30 Thread Micke
URL:
  http://gna.org/bugs/?20855

 Summary: ai/default/aiunit.c:look_for_charge()
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Thu May 30 14:14:25 2013
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

It strikes me as odd that no units with higher attack power are ever
considered worthy of bodyguarding, regardless of circumstances. Not very good
for capturable bombarder units with a 10:1 attack-to-defence ratio...
I can cook something up later that takes these possibilities into account, but
I have another couple of thousand occurences of the digit ‘3’ to browse
first.





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[Freeciv-Dev] [bug #20856] aisettler.c:food_starvation() seems to assume hardcoded 2 food/citizen.

2013-05-30 Thread Micke
URL:
  http://gna.org/bugs/?20856

 Summary: aisettler.c:food_starvation() seems to assume
hardcoded 2 food/citizen.
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Thu May 30 14:29:47 2013
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

static bool food_starvation(const struct cityresult *result)
{
  /* Avoid starvation: We must have enough food to grow. */
  return (result-city_center.tdc-food
  + (result-best_other.tdc ? result-best_other.tdc-food
: 0)  3);
}

Am I reading this function and its use completely wrong or ought that rely on
the ruleset defined food cost for citizen upkeep?





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[Freeciv-Dev] [bug #20854] A very odd bug with single_move

2013-05-29 Thread Micke
Follow-up Comment #1, bug #20854 (project freeciv):

In addition to units being immobile with the classic ruleset, having other
values than 3/1 in the other ones crashes the game. I'm still working with
trunk revision 22904, but now with patch #3900. I applied attachment 1 on top
of that one and attachment 2 on the respective rulesets.

Log excerpts:
/* First test, experimental ruleset. No problems at all. */
3: in handle_begin_turn() [packhand.c::1183]: Begin turn,
game.info.single_move = 3, game.info.igter_move = 1.
3: in handle_end_turn() [packhand.c::1199]: End turn, game.info.single_move =
3, game.info.igter_move = 1.
3: in handle_begin_turn() [packhand.c::1183]: Begin turn,
game.info.single_move = 3, game.info.igter_move = 1.
3: in handle_end_turn() [packhand.c::1199]: End turn, game.info.single_move =
3, game.info.igter_move = 1.
3: in handle_begin_turn() [packhand.c::1183]: Begin turn,
game.info.single_move = 3, game.info.igter_move = 1.

/* Second test, experimental ruleset. All units started with 3/6 moves;
 * an explorer lost 2/6 per square moved. */
3: in handle_begin_turn() [packhand.c::1183]: Begin turn,
game.info.single_move = 6, game.info.igter_move = 2.
/* Never made it to handle_end_turn(). The log goes on to to sending
 * research packets: */
3: [T000 - 2013/05/29 23:07:55] in send_packet_data() [packets.c::184]:
sending packet type=PACKET_END_PHASE(125) len=4 to mikaels
4: in genhash_new_nbuckets() [genhash.c::271]: New genhash table with 29
buckets
3: in send_packet_player_research_100() [packets_gen.c::11878]:
packet_player_research_100: sending info about ()
3: in send_packet_data() [packets.c::184]: sending packet
type=PACKET_PLAYER_RESEARCH(55) len=5 to server
3: in send_packet_data() [packets.c::190]: sending request 57
4: in notify_about_outgoing_packet() [packhand.c::3697]: outgoing
packet={type=55, size=5, request_id=57}
4: in send_packet_data() [packets.c::221]: COMPRESS: sending
PACKET_PLAYER_RESEARCH alone (2645 bytes total)
4: in add_connection_data() [connection.c::269]: add 5 bytes to 0 (space
=40960)
4: in write_socket_data() [connection.c::201]: trying to write 5 limit=0
4: in send_packet_data() [packets.c::228]: COMPRESS: STATS: alone=2645
compression-expand=0 compression (before/after) = 0/0
3: in send_packet_player_tech_goal_100() [packets_gen.c::12039]:
packet_player_tech_goal_100: sending info about ()
3: in send_packet_data() [packets.c::184]: sending packet
type=PACKET_PLAYER_TECH_GOAL(56) len=5 to server
3: in send_packet_data() [packets.c::190]: sending request 58
4: in notify_about_outgoing_packet() [packhand.c::3697]: outgoing
packet={type=56, size=5, request_id=58}
4: in send_packet_data() [packets.c::221]: COMPRESS: sending
PACKET_PLAYER_TECH_GOAL alone (2650 bytes total)
4: in add_connection_data() [connection.c::269]: add 5 bytes to 0 (space
=40960)
4: in write_socket_data() [connection.c::201]: trying to write 5 limit=0
4: in send_packet_data() [packets.c::228]: COMPRESS: STATS: alone=2650
compression-expand=0 compression (before/after) = 0/0
4: in read_socket_data() [connection.c::139]: try reading 579603 bytes
4: in agents_disconnect() [agents.c::392]: agents_disconnect()
4: in game_remove_unit() [game.c::188]: game_remove_unit() at (65,19) unit
109, Italian Explorer home 0
4: in game_remove_unit() [game.c::188]: game_remove_unit() at (68,16) unit
108, Italian Workers home 0
4: in game_remove_unit() [game.c::188]: game_remove_unit() at (66,16) unit
107, Italian Workers home 0
4: in game_remove_unit() [game.c::188]: game_remove_unit() at (68,16) unit
106, Italian Settlers home 0
4: in game_remove_unit() [game.c::188]: game_remove_unit() at (66,18) unit
101, Italian Settlers home 0
4: in team_remove_player() [team.c::505]: Removing player 0/Alcide De Gasperi
from team Team 0 (1)
4: in team_remove_player() [team.c::505]: Removing player 1/Kurush II from
team Team 1 (1)
4: in team_remove_player() [team.c::505]: Removing player 2/Munmu from team
Team 2 (1)
4: in team_remove_player() [team.c::505]: Removing player 3/Charlemagne from
team Team 3 (1)
4: in team_remove_player() [team.c::505]: Removing player 4/Maria Theresia
from team Team 4 (1)
4: in print_performance() [cm.c::2253]: CM-greedy: overall=0.00s queries=0
-nanms / query, 0 applies
4: in print_performance() [cm.c::2253]: CM-opt: overall=0.00s queries=0
-nanms / query, 0 applies
4: in set_client_page() [update_queue.c::484]: Requested page: PAGE_MAIN.
1: in client_conn_close_callback() [clinet.c::144]: Lost connection to server:
read error.
2: (null)Backtrace:
2: (null)0: ./client/freeciv-gtk2() [0x5f436d]
2: (null)1: ./client/freeciv-gtk2(vdo_log+0x9b) [0x5f8b5b]
2: (null)2: ./client/freeciv-gtk2(do_log+0x7d) [0x5f8c2d]
2: (null)3: ./client/freeciv-gtk2() [0x49cb68]
2: (null)4: ./client/freeciv-gtk2(input_from_server+0xd5) [0x49d2b5]
2: (null)5: ./client/freeciv-gtk2() [0x448ce0]
2: (null)6:
/lib/x86_64-linux-gnu/libglib-2.0.so.0(g_main_context_dispatch+0x1dd)

[Freeciv-Dev] [bug #20854] A very odd bug with single_move

2013-05-28 Thread Micke
URL:
  http://gna.org/bugs/?20854

 Summary: A very odd bug with single_move
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Tue May 28 22:11:47 2013
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.6
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Applying the attached diff to trunk revision 22904 yields some very odd
behaviour with the classic ruleset: it leaves all normal starting units (I did
not try any other ones) with 0 moves. Other rulesets behave just like usual.
In the Gtk2 client I can get the classic units to get their normal movement
points by first loading the Multiplayer ruleset, try to start the game and
fail for lack of players, then load the classic ruleset again, click on the
‘Not ready’ button, which changes it into a ‘Start’ button again, and
then start the game.




___

File Attachments:


---
Date: Tue May 28 22:11:47 2013  Name: single_move_test.diff  Size: 1kB   By:
mss_8734

http://gna.org/bugs/download.php?file_id=18024

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[Freeciv-Dev] [patch #3922] The Adaptisland generator

2013-05-27 Thread Micke
URL:
  http://gna.org/patch/?3922

 Summary: The Adaptisland generator
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 27 17:41:59 2013
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This generator is based on, but tries to adapt to map size and player count in
a more dynamic manner than, the Island generator. It strives to make equal
landmass available to all players on their respective start islands regardless
of start position distribution method. Unlike the Island generator it allows
islands for lone players larger than 120 tiles and will also generate medium-
and small islands if there is enough landmass available.

Attachment 1 adds functions to let a map generator place a specific number of
start positions on a specific continent, although the algorithm used is
probably far from ideal.
It modifies:
server/generator/startpos.c
server/generator/startpos.h
server/generator/utilities.c
server/generator/utilities.h

Attachment 2 adds the code for the generator itself and a readme file.
It modifies:
client/options.c
common/map.h
server/settings.c
server/generator/mapgen.c
doc/README.Adaptisland

Both should be applicable to trunk revision 22904 but will most likely exhibit
rather erratic behaviour if the fix supplied with bug #20847 is not applied
first.



___

File Attachments:


---
Date: Mon May 27 17:42:00 2013  Name: mapgen_startpos.diff  Size: 9kB   By:
mss_8734

http://gna.org/patch/download.php?file_id=18015
---
Date: Mon May 27 17:42:00 2013  Name: mapgen_adaptisland.diff  Size: 61kB  
By: mss_8734

http://gna.org/patch/download.php?file_id=18016

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[Freeciv-Dev] [patch #3923] Allow multiple partisan unit types.

2013-05-27 Thread Micke
URL:
  http://gna.org/patch/?3923

 Summary: Allow multiple partisan unit types.
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 27 21:31:03 2013
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

The supplied diff alters one line in server/unittools.c and the help text for
the Partisan role in several ruleset unit definitions.
This allows rulesets to define more than one partisan unit type.
Tested with trunk revision 22904.




___

File Attachments:


---
Date: Mon May 27 21:31:03 2013  Name: partisans.diff  Size: 4kB   By: mss_8734

http://gna.org/patch/download.php?file_id=18017

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[Freeciv-Dev] [bug #20847] server/generator/mapgen.c:is_tiny_island()

2013-05-26 Thread Micke
URL:
  http://gna.org/bugs/?20847

 Summary: server/generator/mapgen.c:is_tiny_island()
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Sun May 26 18:42:23 2013
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: All
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

By doing an iteration only on cardinally adjacent tiles this function causes
removal of tiles which are, in fact, parts of the coastline of larger islands
and continents; the attached diff alters this.




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File Attachments:


---
Date: Sun May 26 18:42:23 2013  Name: mapgen_tiny_islands.diff  Size: 511B  
By: mss_8734

http://gna.org/bugs/download.php?file_id=18013

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[Freeciv-Dev] [bug #20824] Problems in server/generator/mapgen.c: part 1, balance in make_island() and create_island().

2013-05-17 Thread Micke
URL:
  http://gna.org/bugs/?20824

 Summary: Problems in server/generator/mapgen.c: part 1,
balance in make_island() and create_island().
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Fri May 17 16:31:18 2013
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.6, possibly older ones
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

Problem 1
On lines 2169 - 2172 in make_island() we have:
  if (islemass == 0) {
/* this only runs to initialise static things, not to actually
 * create an island. */
balance = 0;

I have so far not seen balance set to anything but 1 after an island have been
created, meaning the very first one is consistently one tile larger than the
rest, assuming equal size is requested. This is easily solved by initialising
balance to 1, but it seems to indicate something is wrong with line 2007, in
the initial part of create_island():

  i = islemass - 1;

I also fail to understand the logic behind the handling of balance and the
counter ‘i’ in make_island(), on lines 2218 - 2236:

/* keep trying to place an island, and decrease the size of
 * the island we're trying to create until we succeed.
 * If we get too small, return an error. */
while (!create_island(i, pstate)) {
  if (i  islemass * min_specific_island_size / 100) {
return FALSE;
  }
  i--;
}
i++;
lastplaced = i;
if (i * 10  islemass) {
  balance = i - islemass;
} else{
  balance = 0;
}

log_verbose(ini=%d, plc=%d, bal=%ld, tot=%ld,
islemass, i, balance, checkmass);


Example log excerpt:
Console: 'generator' has been set to Island-based (ISLAND).
Console: 'startpos' has been set to One player per continent (SINGLE).
[]: island 1
[]: ini=120, plc=121, bal=1, tot=3328
[]: island 2
[]: ini=119, plc=120, bal=1, tot=3209
[]: island 3
[]: ini=119, plc=120, bal=1, tot=3090
[]: island 4
[]: ini=119, plc=120, bal=1, tot=2971

As can be seen we also get plc = ini + 1. At first glance I thought this was
plc = ini + bal, but it appears the difference is caused by the i++ on line
2227. There is no comment explaining the abbreviations, but judging by
checkmass it appears the actual size of the created island is ini, as
illustrated by the log excerpt below (which also shows that initialising
balance to 1 results in islands 1 and 2 being of equal size):

[]: island 1
[]: ini=229, plc=230, bal=1, tot=3219
[]: ADAPTISLAND: (single) required 1 attempt(s) to create an island with 1
start position(s). Requested size: 230, spent checkmass: 229.
[]: island 2
[]: ini=229, plc=230, bal=1, tot=2990
[]: ADAPTISLAND: (single) required 1 attempt(s) to create an island with 1
start position(s). Requested size: 230, spent checkmass: 229.
[]: island 3
[]: ini=229, plc=230, bal=1, tot=2761
[]: ADAPTISLAND: (single) required 1 attempt(s) to create an island with 1
start position(s). Requested size: 230, spent checkmass: 229.

Generated by:

  while (tries++ = maxtries) {
  if (make_island(mass, startpos, pstate, DMSIS)) {
#ifdef DEBUG
log_verbose(%s%s required %d attempt(s) to create an island with 
%d start position(s). Requested mass: %ld, spent 
checkmass: %ld., logpre_mapgen, logpre_spos,
tries, startpos, mass, startcheck - checkmass);
adaptmass-= mass;
#endif
return true;
  } else {
adaptisland_failurelog_place();
adaptisland_failurelog_verbose();
  }
  }


I'm of half a mind to just remove the ‘- 1’ on line 2007, but I fear
breaking something I don't understand properly.






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[Freeciv-Dev] [bug #20824] Problems in server/generator/mapgen.c: part 1, balance in make_island() and create_island().

2013-05-17 Thread Micke
Follow-up Comment #1, bug #20824 (project freeciv):

Erm, did trying to use verbatim tags as recommended by
https://gna.org/cookbook/?func=detailitemitem_id=236 truncate my submission
or is it just my browser?


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[Freeciv-Dev] [bug #20805] Bless resource probability hack?

2013-05-17 Thread Micke
Follow-up Comment #2, bug #20805 (project freeciv):

The most versatile would probably be having three different weights: one for
general frequency of a specific resource, one for a general resource frequency
in a specific terrain and one for the frequency of a specific resource in a
specific terrain. De-dupling could be problematic if two resources with the
same name are allowed to have different values.
  In fact, it is currently even possible to have two buildings with the same
name but different requirements, build cost and upkeep, in which case the
values for the first one is shown in the help for the second one, at least
with the Gtk2 client. I didn't test to see what happens if one tries to build
another improvement with a replaced_by tag pointing to that name.

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[Freeciv-Dev] [bug #20824] Problems in server/generator/mapgen.c: part 1, balance in make_island() and create_island().

2013-05-17 Thread Micke
Follow-up Comment #3, bug #20824 (project freeciv):

After some further tests I have determined that create_island() does create an
island of the requested size, so the problem must be in make_island(). Three
log entries from a function bypassing make_island():

: ADAPTISLAND: (2or3) required 1 attempt(s) to create an island. Requested
mass: 236, mass passed to create_island(): 236, spent checkmass: 236.
: ADAPTISLAND: (2or3) required 1 attempt(s) to create an island. Requested
mass: 236, mass passed to create_island(): 236, spent checkmass: 236.
: ADAPTISLAND: (2or3) required 1 attempt(s) to create an island. Requested
mass: 354, mass passed to create_island(): 354, spent checkmass: 354.


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[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Micke
URL:
  http://gna.org/patch/?3906

 Summary: Road movement cost granularity.
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 12:56:03 2013
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Attachment 1 multiplies the movement cost factors defined in common/movement.h
by 10, which enables greater road granularity.
Attachment 2 adapts all rulesets that come with a default installation
(data/*/terrain.ruleset).
Both are made with trunk rev. 22860.




___

File Attachments:


---
Date: Mon May 13 12:56:03 2013  Name: move_roads_granularity.diff  Size: 476B 
 By: mss_8734

http://gna.org/patch/download.php?file_id=17956
---
Date: Mon May 13 12:56:03 2013  Name: move_roads_granularity_rulesets.diff 
Size: 8kB   By: mss_8734

http://gna.org/patch/download.php?file_id=17957

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[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Micke
Follow-up Comment #2, patch #3906 (project freeciv):

I agree completely, but fear I lack the skill to implement this properly.
Perhaps the movement cost for roads could be changed to a percentile as well,
instead of a fixed number of movement points. Maybe even a flag for roads to
toggle overriding/adding to terrain movement cost?
User defined road flags (or accepting the terrain flags) would be great too,
but I suppose that might warrant a separate ticket.


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[Freeciv-Dev] [patch #3907] Minor fallback check cleanup for map generator 3

2013-05-13 Thread Micke
URL:
  http://gna.org/patch/?3907

 Summary: Minor fallback check cleanup for map generator 3 
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 18:22:25 2013
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch moves a map size check and removes a doublet in
server/generator/mapgen.c:mapgenerator3().




___

File Attachments:


---
Date: Mon May 13 18:22:25 2013  Name: mapgen3_fallback.diff  Size: 1kB   By:
mss_8734

http://gna.org/patch/download.php?file_id=17960

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[Freeciv-Dev] [patch #3908] Map size rounding for tilesperplayer map size selection.

2013-05-13 Thread Micke
URL:
  http://gna.org/patch/?3908

 Summary: Map size rounding for tilesperplayer map size
selection.
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 20:36:33 2013
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Whilst playing around with the map generator code I noticed that the resulting
map often has less than 85% of the requested landmass when using
tilesperplayer. Applying this patch yields a smaller discrepancy by some crude
rounding.




___

File Attachments:


---
Date: Mon May 13 20:36:33 2013  Name: mapsize_tpp_rounding.diff  Size: 674B  
By: mss_8734

http://gna.org/patch/download.php?file_id=17961

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[Freeciv-Dev] [patch #2837] tweak behaviour of mouse buttons in research dialog

2011-08-05 Thread Micke

Follow-up Comment #1, patch #2837 (project freeciv):

It appears the two attached diffs are identical and add an error.
Since I agree with the intent of the original poster, I'm attaching one that
will actually compile.


(file #13751)
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File name: research_dialog_click_behaviour_compilable.diff Size:1 KB


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[Freeciv-Dev] [patch #2863] Default AI gold upkeep style calculations for 2.4

2011-08-04 Thread Micke

URL:
  http://gna.org/patch/?2863

 Summary: Default AI gold upkeep style calculations for 2.4
 Project: Freeciv
Submitted by: someswede
Submitted on: Thu Aug  4 19:45:41 2011
Category: ai
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

I noticed the default AI does not handle gold upkeep styles properly; the
attached diff adjusts its expense expectancy calculations (in ai_calc_data).
Good against at least r 20038 and r 20064.




___

File Attachments:


---
Date: Thu Aug  4 19:45:41 2011  Name: ai_gold_upkeep.diff  Size: 1kB   By:
someswede

http://gna.org/patch/download.php?file_id=13743

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[Freeciv-Dev] [patch #2840] Autosettler tweak for 2.4 r 20006

2011-08-03 Thread Micke

Follow-up Comment #1, patch #2840 (project freeciv):

The attached diff does _not_ depend on the previously attached one and is
good up to at least r 20064.
In addition to the road- and farmland tweaks it takes care of
https://gna.org/bugs/?17767 (in fact, it should make tiles with resources
prioritised), makes autosettlers less keen on destroying already existing
mines and irrigation and also makes them consider ruleset values for fallout,
pollution and illness.


(file #13733)
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File name: autosettlers_ii_24.diffSize:4 KB


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[Freeciv-Dev] [patch #2841] Autosettler tweak for 2.3.0-RC1

2011-08-03 Thread Micke

Follow-up Comment #1, patch #2841 (project freeciv):

The attached diff does _not_ depend on the previously attached one.
In addition to the road- and farmland tweaks it takes care of
https://gna.org/bugs/?17767 (in fact, it should make tiles with resources
prioritised), makes autosettlers less keen on destroying already existing
mines and irrigation and also makes them consider ruleset values for fallout,
pollution and illness.


(file #13734)
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[Freeciv-Dev] [bug #17767] Advisor code don't handle special resouces

2011-08-03 Thread Micke

Follow-up Comment #1, bug #17767 (project freeciv):

My latest attachments to https://gna.org/patch/?2840 (2.4) and
https://gna.org/patch/?2841 (2.3) should take care of this bug.


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[Freeciv-Dev] [bug #18439] Server freeze after 28 s of in sell_random_unit() [cityturn.c::1795]: assertion 'gold_upkeep 0' failed.

2011-08-01 Thread Micke

URL:
  http://gna.org/bugs/?18439

 Summary: Server freeze after 28 s of in sell_random_unit()
[cityturn.c::1795]: assertion 'gold_upkeep  0' failed.
 Project: Freeciv
Submitted by: someswede
Submitted on: Mon Aug  1 19:45:57 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4 r 20038
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Starting:
[21:22:04] Please report this message at http://gna.org/projects/freeciv/
[21:22:04] in sell_random_unit() [cityturn.c::1795]: assertion 'gold_upkeep 
0' failed.
This was repeated several hundred times (I didn't care to count) until:
[21:22:32] in sell_random_unit() [cityturn.c::1795]: assertion 'gold_upkeep 
0' failed.
[21:22:32] Please report this message at http://gna.org/projects/freeciv/
Upon which it seemed the server froze, stuck in (probably) the relevant
player's movement phase.

I'm playing a custom ruleset with gold_upkeep_style = 2 and all upkeep is in
gold (using shield2gold for most, although some are fixed at 1 gold).

The server process did not die when I closed the client and is still using up
99% of one of my CPU cores as I write this...






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[Freeciv-Dev] [bug #18439] Server freeze after 28 s of in sell_random_unit() [cityturn.c::1795]: assertion 'gold_upkeep 0' failed.

2011-08-01 Thread Micke

Follow-up Comment #1, bug #18439 (project freeciv):

The attached file might have prevented a repeat - then again, I had not seen
anything like that before either, despite the AI refusing to raise taxes even
when it has to sell units every turn.


(file #13723)
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File name: unit_selling_hotfix.diff   Size:0 KB


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[Freeciv-Dev] [bug #18439] Server freeze after 28 s of in sell_random_unit() [cityturn.c::1795]: assertion 'gold_upkeep 0' failed.

2011-08-01 Thread Micke

Follow-up Comment #2, bug #18439 (project freeciv):

And the very next turn I got this:
[22:41:47] in player_balance_treasury_units_and_buildings()
[cityturn.c::1879]: assertion 'FALSE' failed.
[22:41:47] Player Katuri (nb 6) cannot have negative gold!
[22:41:47] Please report this message at http://gna.org/projects/freeciv/
[22:41:47] in update_city_activities() [cityturn.c::543]: assertion
'pplayer-economic.gold = 0' failed.
[22:41:47] Please report this message at http://gna.org/projects/freeciv/

The AI in question has -7 gold now and runs a deficit of 21 gold with taxes
set to 10%, so I'm using the editor to force all AI players to sell enough
buildings to keep it balanced now.


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[Freeciv-Dev] [patch #2844] Two boolean player_is_at_war functions for 2.4 r 20006.

2011-07-29 Thread Micke

Follow-up Comment #2, patch #2844 (project freeciv):

I use them in a few places in my modified AI.


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[Freeciv-Dev] [bug #18432] The server crashes without an error message if anyone has a unit with move_rate = 0

2011-07-28 Thread Micke

URL:
  http://gna.org/bugs/?18432

 Summary: The server crashes without an error message if
anyone has a unit with move_rate = 0
 Project: Freeciv
Submitted by: someswede
Submitted on: Thu Jul 28 20:42:09 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4 r 20006
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I found an old bug, #13889, which may or may not be related.
If any player owns a unit with move_rate = 0, the server will crash without
any logged or displayed message, not even a seg fault - probably only at the
end of a turn, but I can't tell for sure.





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[Freeciv-Dev] [patch #2844] Two boolean player_is_at_war functions for 2.4 r 20006.

2011-07-28 Thread Micke

URL:
  http://gna.org/patch/?2844

 Summary: Two boolean player_is_at_war functions for 2.4 r
20006.
 Project: Freeciv
Submitted by: someswede
Submitted on: Fri Jul 29 00:37:14 2011
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch adds two functions to common/player.h and common/player.c for
checking if a given player is at war with anyone at all and anyone
non-barbarian, respectively.




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File Attachments:


---
Date: Fri Jul 29 00:37:14 2011  Name: player_at_war.diff  Size: 2kB   By:
someswede

http://gna.org/patch/download.php?file_id=13690

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[Freeciv-Dev] [bug #18404] Option to continue playing after game end

2011-07-27 Thread Micke

Follow-up Comment #1, bug #18404 (project freeciv):

At least in 2.3/2.4, to continue playing after a spaceship arrives, type set
endspaceship disabled in the console or uncheck it in the scientific tab of
the game settings.
You can set the game to last for 32767 turns at most by issuing set endturn
32767 from the console or setting the value in the sociological tab in the
game settings. Do you need more turns than that?

As for the first request, I have nothing to say.


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[Freeciv-Dev] [bug #18363] Themes make freeciv interface unusable

2011-07-27 Thread Micke

Follow-up Comment #3, bug #18363 (project freeciv):

I'm curious, is that the theme you use for Gnome, for Freeciv or both? What
client (my guess would be gtk2)?
I seem to recall the gtk2 client for 2.2 having an option to explicitly use
Gnome's system settings, are you using it? In the 2.4 development version in
xubuntu 11.04, all gtk2 themes available to Xfce are also available to
Freeciv's gktk2 client, but I cannot see an option to use system settings.

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[Freeciv-Dev] [patch #2840] Autosettler tweak for 2.4 r 20006

2011-07-27 Thread Micke

URL:
  http://gna.org/patch/?2840

 Summary: Autosettler tweak for 2.4 r 20006
 Project: Freeciv
Submitted by: someswede
Submitted on: Wed Jul 27 15:42:15 2011
Category: ai
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This tweak makes the autosettler ai really want to build roads on tiles that
already have mines or irrigation instead of spreading its combineable
improvements haphazardly, improving its trade output and providing a
transportation network as a side effect.
It also makes autosettlers more keen on upgrading irrigation to farmland.




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File Attachments:


---
Date: Wed Jul 27 15:42:15 2011  Name: autosettlers-24.diff  Size: 2kB   By:
someswede

http://gna.org/patch/download.php?file_id=13678

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[Freeciv-Dev] [patch #2841] Autosettler tweak for 2.3.0-RC1

2011-07-27 Thread Micke

URL:
  http://gna.org/patch/?2841

 Summary: Autosettler tweak for 2.3.0-RC1
 Project: Freeciv
Submitted by: someswede
Submitted on: Wed Jul 27 15:55:16 2011
Category: ai
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This is the same as 2480, but for 2.3.




___

File Attachments:


---
Date: Wed Jul 27 15:55:16 2011  Name: autosettlers-23.diff  Size: 2kB   By:
someswede

http://gna.org/patch/download.php?file_id=13679

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[Freeciv-Dev] [bug #18420] The Wiki entry for SVN does not mention 2.3

2011-07-26 Thread Micke

URL:
  http://gna.org/bugs/?18420

 Summary: The Wiki entry for SVN does not mention 2.3
 Project: Freeciv
Submitted by: someswede
Submitted on: Tue Jul 26 11:48:37 2011
Category: freeciv.org
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3/2.4
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

The Wiki entry at http://freeciv.wikia.com/wiki/Svn should probably mention
that trunk is for 2.4 development, not 2.3 and provide a few 2.3 tags.
I tried to change this myself, but for some reason could not get editting to
work in Firefox - would I have to create yet another login?






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[Freeciv-Dev] [bug #18340] Score Calculation

2011-07-13 Thread Micke

Follow-up Comment #1, bug #18340 (project freeciv):

The literacy rate in the demographics report is not literacy; it is the
average research efficiency for one's cities, which depends on the
output_bonus and output_bonus_2 effects, regardless of source. I don't think
one should get score for that at all.


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[Freeciv-Dev] [bug #18232] Cheating AI level should not overide max tax rates by default

2011-07-13 Thread Micke

Follow-up Comment #2, bug #18232 (project freeciv):

While you're at it, care to make it support different output_types?


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[Freeciv-Dev] [bug #18333] assertion 'ai-phase_initialized' failed

2011-07-12 Thread Micke

Follow-up Comment #2, bug #18333 (project freeciv):

I get this assertion failure within two turns upon every load (4 so far) of
the attached savefile.


(file #13534)
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Additional Item Attachment:

File name: freeciv-T0002-Y-3900-auto.sav.gz Size:13 KB


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[Freeciv-Dev] [bug #18328] Ruleset server settings are case-sensitive

2011-07-11 Thread Micke

URL:
  http://gna.org/bugs/?18328

 Summary: Ruleset server settings are case-sensitive
 Project: Freeciv
Submitted by: someswede
Submitted on: Mon Jul 11 16:46:39 2011
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: SVN 19927
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When setting server options in game.ruleset the values are case-sensitive;
for instance, having this gives an error:
 mapsize, player, FALSE
Can't read value for setting 'mapsize': In secfile_lookup_enum_data()
[registry.c:2499]: secfile 'data/nomodern/game.ruleset' in section 'settings':
Entry set0.value: no match for player.

whereas this works fine:
 mapsize, PLAYER, FALSE


However, when using the /set server command, it is not case-sensitive:
mikaels: 'set mapsize FULLSIZE'
Console: 'mapsize' has been set to Number of tiles (FULLSIZE).
mikaels: 'set mapsize PlAyeR'
Console: 'mapsize' has been set to Tiles per player (PLAYER).
mikaels: 'set mapsize fUllsIzE'
Console: 'mapsize' has been set to Number of tiles (FULLSIZE).
mikaels: 'set mapsize plaYER'
Console: 'mapsize' has been set to Tiles per player (PLAYER).




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[Freeciv-Dev] [bug #18328] Ruleset server settings are case-sensitive

2011-07-11 Thread Micke

Follow-up Comment #1, bug #18328 (project freeciv):

something, DISABLED, FALSE
does not work either, instead one has to use
something, 0, FALSE
even if the server command is /set something disabled

I'm not sure if this should be considered a bug or just an annoying
inconsistency.


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[Freeciv-Dev] [bug #18331] Available themes are not listed alphabetically

2011-07-11 Thread Micke

URL:
  http://gna.org/bugs/?18331

 Summary: Available themes are not listed alphabetically
 Project: Freeciv
Submitted by: someswede
Submitted on: Mon Jul 11 18:11:57 2011
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 19927
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Menubar  Game  Options  Local client  Graphics: Theme
has a drop-down list; the available themes are not listed alphabetically.

http://i.imgur.com/HsKS0.png





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[Freeciv-Dev] [bug #18333] assertion 'ai-phase_initilized' failed

2011-07-11 Thread Micke

URL:
  http://gna.org/bugs/?18333

 Summary: assertion 'ai-phase_initilized' failed
 Project: Freeciv
Submitted by: someswede
Submitted on: Mon Jul 11 21:09:29 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 19927
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I'm guessing this is related to bugs 17728 and 18095 (for the 2.3.0 betas),
which are both marked as closed.

Upon turn 5 in my first game with this revision, I got 3 of these (with 6 AI
players):
[22:54:22] in ai_plr_data_get() [aidata.c::310]: assertion
'ai-phase_initialized' failed.
[22:54:22] Please report this message at http://gna.org/projects/freeciv/





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[Freeciv-Dev] [bug #17607] Units with settlers flag cannot fortify

2011-02-02 Thread Micke

Follow-up Comment #2, bug #17607 (project freeciv):

Is there any rational reason for this and would anything break if one changed
it? I can't see any reason why it would upset autosettlers, atleast.
Not being able to fortify on ocean tiles makes sense as long as the fortify
defence bonus is fixed, on the other hand.


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[Freeciv-Dev] [bug #17614] Tiles within city radius sometimes change workable status when some city changes size

2011-02-02 Thread Micke

Follow-up Comment #3, bug #17614 (project freeciv):

Syntron, I was tired and made mistakes with fog of war and thinking
init_vis_radius_sq in game.ruleset would affect city vision (it is defined
right after city radius, after all).

Flag as not a bug and close, please.


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[Freeciv-Dev] [bug #17614] Tiles within city radius sometimes change workable status when some city changes size

2011-01-30 Thread Micke

URL:
  http://gna.org/bugs/?17614

 Summary: Tiles within city radius sometimes change workable
status when some city changes size
 Project: Freeciv
Submitted by: someswede
Submitted on: Sun Jan 30 17:59:36 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 19147
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Increased size for some city (probably within the same nation) means some
tiles within one city's radius might become unworkable, while a decrease might
mean some become workable again. This seems to apply
a only to ocean tiles and
b only when the change is between sizes 1 and 2,
but I haven't played enough to make sure.

In SS#1 Ansgartun is newly founded, in SS#2 it has just grown and in SS#3
neighbouring Lindisfarne has just shrunk. There was no change in Ansgartun
when it built the settler supported in SS#3, but I did not take notes on
Lindisfarne. The base radius square is 9, with no adjustments in effect.





___

File Attachments:


---
Date: Sun Jan 30 17:59:36 2011  Name: City radius 1.png  Size: 234kB   By:
someswede

http://gna.org/bugs/download.php?file_id=12174
---
Date: Sun Jan 30 17:59:36 2011  Name: City radius 3.png  Size: 241kB   By:
someswede

http://gna.org/bugs/download.php?file_id=12175
---
Date: Sun Jan 30 17:59:36 2011  Name: City radius 2.png  Size: 240kB   By:
someswede

http://gna.org/bugs/download.php?file_id=12176

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[Freeciv-Dev] [bug #17614] Tiles within city radius sometimes change workable status when some city changes size

2011-01-30 Thread Micke

Follow-up Comment #1, bug #17614 (project freeciv):

Actually, this seems to be caused by the value for init_vis_radius_sq defined
in game.ruleset being ignored (fog of war is not drawn in the supplied
screenshots)...
; Square of initially visible radius (true distance).
init_vis_radius_sq  = 10; 5

Now if only I could change the title of this bug...


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[Freeciv-Dev] [patch #2432] Swedish Leader Update

2011-01-30 Thread Micke

Follow-up Comment #2, patch #2432 (project freeciv):

I have never heard of him being referenced to (as a ruler) as anything but
Birger Jarl, probably because he was never crowned King himself, have you?


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[Freeciv-Dev] [bug #17603] Seg fault when loading savefiles past turn 1

2011-01-29 Thread Micke

URL:
  http://gna.org/bugs/?17603

 Summary: Seg fault when loading savefiles past turn 1
 Project: Freeciv
Submitted by: someswede
Submitted on: Sat Jan 29 22:26:06 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 19147, 19138
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

When I try to load a game saved turn 2 or later, the server aborts with a seg
fault. This applies regardless of ruleset and whether is was a manual- or
autosave.
Compiled with ai modules, shared libraries and debug enabled.


./ser --file ~/.freeciv/saves/freeciv-T0003-Y-3850-auto.sav.gz
Encodings: Data=UTF-8, Local=UTF-8, Internal=UTF-8
This is the server for Freeciv version 2.3.99-dev
You can learn a lot about Freeciv at http://www.freeciv.org/
2: Loading rulesets.
2: AI*1 has been added as Easy level AI-controlled player.
2: AI*2 has been added as Easy level AI-controlled player.
2: AI*3 has been added as Easy level AI-controlled player.
2: AI*4 has been added as Easy level AI-controlled player.
2: AI*5 has been added as Easy level AI-controlled player.
2: Removing player AI*1.
2: Removing player AI*2.
2: Removing player AI*3.
2: Removing player AI*4.
2: Removing player AI*5.
2: Napeshneeduta has been added as human player.
1: in sg_load_player_city() [savegame2.c::3990]: assertion
'city_size_get(pcity) - spe == sum' failed.
1: (  75,   22) in Ettelbréck[1]
1: Please report this message at http://gna.org/projects/freeciv/
1: in sg_load_player_city() [savegame2.c::3990]: assertion
'city_size_get(pcity) - spe == sum' failed.
1: (  75,   22) in Ettelbréck[1]
1: Please report this message at http://gna.org/projects/freeciv/
1: in sg_load_player_city() [savegame2.c::3990]: assertion
'city_size_get(pcity) - spe == sum' failed.
1: (  75,   22) in Ettelbréck[1]
1: Please report this message at http://gna.org/projects/freeciv/
1: in sg_load_player_city() [savegame2.c::3990]: assertion
'city_size_get(pcity) - spe == sum' failed.
1: (  75,   22) in Ettelbréck[1]
1: Please report this message at http://gna.org/projects/freeciv/
1: in sg_load_player_city() [savegame2.c::3990]: assertion
'city_size_get(pcity) - spe == sum' failed.
1: (  75,   22) in Ettelbréck[1]
1: Please report this message at http://gna.org/projects/freeciv/
Segmentation fault




___

File Attachments:


---
Date: Sat Jan 29 22:26:06 2011  Name: freeciv-T0003-Y-3850-auto.sav.gz  Size:
29kB   By: someswede

http://gna.org/bugs/download.php?file_id=12168
---
Date: Sat Jan 29 22:26:06 2011  Name: config.status  Size: 93kB   By:
someswede

http://gna.org/bugs/download.php?file_id=12169
---
Date: Sat Jan 29 22:26:06 2011  Name: config.log  Size: 179kB   By: someswede

http://gna.org/bugs/download.php?file_id=12170

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[Freeciv-Dev] [bug #17607] Units with settlers flag cannot fortify

2011-01-29 Thread Micke

URL:
  http://gna.org/bugs/?17607

 Summary: Units with settlers flag cannot fortify
 Project: Freeciv
Submitted by: someswede
Submitted on: Sun Jan 30 01:25:18 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: At least 2.2 and onwards
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

This may be a GTK-client issue.
Having unitflag Settlers means a unit can never fortify (except, I assume,
by savegame editing), even if it has classflag CanFortify. This holds true
regardless of unit roles and the existence of base definitions in the
ruleset.





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[Freeciv-Dev] [patch #2431] Update and typo fix for doc/README.effects

2011-01-28 Thread Micke

URL:
  http://gna.org/patch/?2431

 Summary: Update and typo fix for doc/README.effects
 Project: Freeciv
Submitted by: someswede
Submitted on: Fri Jan 28 14:47:10 2011
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

* Clarifies Unit_Upkeep_Free_Per_City.
* Fixes two typoes for Shield2Gold_Factor.



___

File Attachments:


---
Date: Fri Jan 28 14:47:10 2011  Name: README.effects.diff  Size: 980B   By:
someswede

http://gna.org/patch/download.php?file_id=12144

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[Freeciv-Dev] [bug #17594] Wish: Fewer Pop-ups per Incompatible Ruleset Datafile

2011-01-28 Thread Micke

URL:
  http://gna.org/bugs/?17594

 Summary: Wish: Fewer Pop-ups per Incompatible Ruleset
Datafile 
 Project: Freeciv
Submitted by: someswede
Submitted on: Fri Jan 28 15:41:48 2011
Category: client-gtk-2.0
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

The GTK client currently uses eight pop-ups to tell that datafile options are
incompatible - four of which display the same request to file a report here.





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[Freeciv-Dev] [patch #2432] Swedish Leader Update

2011-01-28 Thread Micke

URL:
  http://gna.org/patch/?2432

 Summary: Swedish Leader Update
 Project: Freeciv
Submitted by: someswede
Submitted on: Fri Jan 28 16:59:35 2011
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

1. Removes Anna Lindh - she has never ruled Sweden.
2. Adds the following:
 * Birger Jarl; consolidator of the united, Christian Sweden.
 * Margareta; known as Kung Byxlös in Sweden, founder of the Kalmar
Union.
 * Karl XIV Johan; born Jean Baptiste Bernadotte, founder of our current
royal house.
 * Tage Erlander; Prime Minister for 23 years and 3 days straight, the winner
of 7 general elections in a row.
3. Sorts them chronologically.




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File Attachments:


---
Date: Fri Jan 28 16:59:35 2011  Name: swedish_leaders.diff  Size: 799B   By:
someswede

http://gna.org/patch/download.php?file_id=12145

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