[Freeciv-Dev] [bug #20877] fcgui cannot handle --LoadAI
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. ___ Reply to this item at: http://gna.org/bugs/?20877 ___ 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 #20877] fcgui cannot handle --LoadAI
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. ___ Reply to this item at: http://gna.org/bugs/?20877 ___ 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] [patch #3933] Method of transferring unit upkeep from cities lost to conquering enemies
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) ___ Additional Item Attachment: File name: upkeep_transfer_style.patchSize:7 KB File name: uts_rulesets.patch Size:8 KB ___ Reply to this item at: http://gna.org/patch/?3933 ___ 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 #20863] The AI goes crazy over upkeep-free/nohome workers
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). ___ Reply to this item at: http://gna.org/bugs/?20863 ___ 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] [patch #3933] Method of transferring unit upkeep from cities lost to conquering enemies
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 ___ Reply to this item at: http://gna.org/patch/?3933 ___ 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 #20856] aisettler.c:food_starvation() seems to assume hardcoded 2 food/citizen.
Follow-up Comment #4, bug #20856 (project freeciv): Quite so. I forgot to change to =... (file #18041) ___ Additional Item Attachment: File name: aisettler_food_starvation.diff Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?20856 ___ 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 #20848] Allow the user to have CMA to have no minimum surplus for a category.
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. ___ Reply to this item at: http://gna.org/bugs/?20848 ___ 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 #20859] Messages Window empty on loading savegame
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? ___ Reply to this item at: http://gna.org/bugs/?20859 ___ 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] [patch #3923] Allow multiple partisan unit types.
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) ___ Additional Item Attachment: File name: partisans.diff Size:4 KB ___ Reply to this item at: http://gna.org/patch/?3923 ___ 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 #20856] aisettler.c:food_starvation() seems to assume hardcoded 2 food/citizen.
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) ___ Additional Item Attachment: File name: aisettler_food_starvation.diff Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?20856 ___ 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] [patch #3929] Updated documentation of civil_war_chance
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 ___ Reply to this item at: http://gna.org/patch/?3929 ___ 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] [patch #3926] Make it easier for users to locally add a custom nation to the default set
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. ___ Reply to this item at: http://gna.org/patch/?3926 ___ 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 #20855] ai/default/aiunit.c:look_for_charge()
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. ___ Reply to this item at: http://gna.org/bugs/?20855 ___ 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 #20856] aisettler.c:food_starvation() seems to assume hardcoded 2 food/citizen.
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? ___ Reply to this item at: http://gna.org/bugs/?20856 ___ 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 #20854] A very odd bug with single_move
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
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 ___ Reply to this item at: http://gna.org/bugs/?20854 ___ 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] [patch #3922] The Adaptisland generator
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 ___ Reply to this item at: http://gna.org/patch/?3922 ___ 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] [patch #3923] Allow multiple partisan unit types.
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 ___ Reply to this item at: http://gna.org/patch/?3923 ___ 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 #20847] server/generator/mapgen.c:is_tiny_island()
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. ___ 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 ___ Reply to this item at: http://gna.org/bugs/?20847 ___ 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 #20824] Problems in server/generator/mapgen.c: part 1, balance in make_island() and create_island().
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. ___ Reply to this item at: http://gna.org/bugs/?20824 ___ 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 #20824] Problems in server/generator/mapgen.c: part 1, balance in make_island() and create_island().
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? ___ Reply to this item at: http://gna.org/bugs/?20824 ___ 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 #20805] Bless resource probability hack?
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. ___ Reply to this item at: http://gna.org/bugs/?20805 ___ 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 #20824] Problems in server/generator/mapgen.c: part 1, balance in make_island() and create_island().
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. ___ Reply to this item at: http://gna.org/bugs/?20824 ___ 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] [patch #3906] Road movement cost granularity.
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 ___ Reply to this item at: http://gna.org/patch/?3906 ___ 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] [patch #3906] Road movement cost granularity.
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. ___ Reply to this item at: http://gna.org/patch/?3906 ___ 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] [patch #3907] Minor fallback check cleanup for map generator 3
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 ___ Reply to this item at: http://gna.org/patch/?3907 ___ 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] [patch #3908] Map size rounding for tilesperplayer map size selection.
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 ___ Reply to this item at: http://gna.org/patch/?3908 ___ 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] [patch #2837] tweak behaviour of mouse buttons in research dialog
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) ___ Additional Item Attachment: File name: research_dialog_click_behaviour_compilable.diff Size:1 KB ___ Reply to this item at: http://gna.org/patch/?2837 ___ 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] [patch #2863] Default AI gold upkeep style calculations for 2.4
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 ___ Reply to this item at: http://gna.org/patch/?2863 ___ 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] [patch #2840] Autosettler tweak for 2.4 r 20006
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) ___ Additional Item Attachment: File name: autosettlers_ii_24.diffSize:4 KB ___ Reply to this item at: http://gna.org/patch/?2840 ___ 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] [patch #2841] Autosettler tweak for 2.3.0-RC1
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) ___ Additional Item Attachment: File name: autosettlers_ii_23.diffSize:4 KB ___ Reply to this item at: http://gna.org/patch/?2841 ___ 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 #17767] Advisor code don't handle special resouces
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. ___ Reply to this item at: http://gna.org/bugs/?17767 ___ 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 #18439] Server freeze after 28 s of in sell_random_unit() [cityturn.c::1795]: assertion 'gold_upkeep 0' failed.
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... ___ Reply to this item at: http://gna.org/bugs/?18439 ___ 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 #18439] Server freeze after 28 s of in sell_random_unit() [cityturn.c::1795]: assertion 'gold_upkeep 0' failed.
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) ___ Additional Item Attachment: File name: unit_selling_hotfix.diff Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?18439 ___ 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 #18439] Server freeze after 28 s of in sell_random_unit() [cityturn.c::1795]: assertion 'gold_upkeep 0' failed.
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. ___ Reply to this item at: http://gna.org/bugs/?18439 ___ 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] [patch #2844] Two boolean player_is_at_war functions for 2.4 r 20006.
Follow-up Comment #2, patch #2844 (project freeciv): I use them in a few places in my modified AI. ___ Reply to this item at: http://gna.org/patch/?2844 ___ 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 #18432] The server crashes without an error message if anyone has a unit with move_rate = 0
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. ___ Reply to this item at: http://gna.org/bugs/?18432 ___ 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] [patch #2844] Two boolean player_is_at_war functions for 2.4 r 20006.
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?2844 ___ 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 #18404] Option to continue playing after game end
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. ___ Reply to this item at: http://gna.org/bugs/?18404 ___ 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 #18363] Themes make freeciv interface unusable
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. ___ Reply to this item at: http://gna.org/bugs/?18363 ___ 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] [patch #2840] Autosettler tweak for 2.4 r 20006
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?2840 ___ 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] [patch #2841] Autosettler tweak for 2.3.0-RC1
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 ___ Reply to this item at: http://gna.org/patch/?2841 ___ 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 #18420] The Wiki entry for SVN does not mention 2.3
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? ___ Reply to this item at: http://gna.org/bugs/?18420 ___ 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 #18340] Score Calculation
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. ___ Reply to this item at: http://gna.org/bugs/?18340 ___ 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 #18232] Cheating AI level should not overide max tax rates by default
Follow-up Comment #2, bug #18232 (project freeciv): While you're at it, care to make it support different output_types? ___ Reply to this item at: http://gna.org/bugs/?18232 ___ 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 #18333] assertion 'ai-phase_initialized' failed
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) ___ Additional Item Attachment: File name: freeciv-T0002-Y-3900-auto.sav.gz Size:13 KB ___ Reply to this item at: http://gna.org/bugs/?18333 ___ 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 #18328] Ruleset server settings are case-sensitive
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). ___ Reply to this item at: http://gna.org/bugs/?18328 ___ 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 #18328] Ruleset server settings are case-sensitive
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. ___ Reply to this item at: http://gna.org/bugs/?18328 ___ 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 #18331] Available themes are not listed alphabetically
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 ___ Reply to this item at: http://gna.org/bugs/?18331 ___ 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 #18333] assertion 'ai-phase_initilized' failed
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/ ___ Reply to this item at: http://gna.org/bugs/?18333 ___ 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 #17607] Units with settlers flag cannot fortify
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. ___ Reply to this item at: http://gna.org/bugs/?17607 ___ 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 #17614] Tiles within city radius sometimes change workable status when some city changes size
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. ___ Reply to this item at: http://gna.org/bugs/?17614 ___ 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 #17614] Tiles within city radius sometimes change workable status when some city changes size
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 ___ Reply to this item at: http://gna.org/bugs/?17614 ___ 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 #17614] Tiles within city radius sometimes change workable status when some city changes size
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... ___ Reply to this item at: http://gna.org/bugs/?17614 ___ 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] [patch #2432] Swedish Leader Update
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? ___ Reply to this item at: http://gna.org/patch/?2432 ___ 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 #17603] Seg fault when loading savefiles past turn 1
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 ___ Reply to this item at: http://gna.org/bugs/?17603 ___ 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 #17607] Units with settlers flag cannot fortify
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. ___ Reply to this item at: http://gna.org/bugs/?17607 ___ 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] [patch #2431] Update and typo fix for doc/README.effects
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 ___ Reply to this item at: http://gna.org/patch/?2431 ___ 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 #17594] Wish: Fewer Pop-ups per Incompatible Ruleset Datafile
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. ___ Reply to this item at: http://gna.org/bugs/?17594 ___ 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] [patch #2432] Swedish Leader Update
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?2432 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev