[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy
Update of bug #14036 (project freeciv): Status:None = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14036 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy
Follow-up Comment #3, bug #14036 (project freeciv): This patch ends the game if all humans (but at least one, to keep the AI games working) are dead. (file #6850, file #6851) ___ Additional Item Attachment: File name: trunk_S2_2_human_death.diffSize:0 KB File name: S2_1_human_death.diff Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?14036 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy
Follow-up Comment #5, bug #14036 (project freeciv): What happeens if there is two human players, and one of them dies while another one is temporarily /away? Of course, it would also end the game. From my experience, /away is not used to play for you, because it spoils your game too much. When /away is issued, the user usually don't come back. Maybe a better approach would be to set a timeout automatically (30 seconds e.g.) when the last current human player dies (then allow people to reconnect, and also to take over the AIs). Moreover, I think setting a maximal number of packets the client can handle at once could be good. It would makes a break, and allow the user to issue gui commands. ___ Reply to this item at: http://gna.org/bugs/?14036 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy
Follow-up Comment #2, bug #14036 (project freeciv): Seems a reasonable description. Although I did see ships moving around and taking a city etc., so the client does respond, though not on user input. Not sure how this relates to the year. Is it supposed to even change? Single player game, so yes I was last human. ___ Reply to this item at: http://gna.org/bugs/?14036 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy
URL: http://gna.org/bugs/?14036 Summary: Game gets into infinite loop after last city taken by enemy Project: Freeciv Submitted by: hamaryns Submitted on: Donnerstag 30.07.2009 um 11:35 Category: None Severity: 4 - Important Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: If an enemy takes your last city (normally you’d break off before that, right, since you see it is hopeless), the last turn never comes to an end and the game becomes unresponsive. You see the other AI players going on (the year stays the same, but they evolve quite fast beyond it, funnily), but you cannot do anything. ___ Reply to this item at: http://gna.org/bugs/?14036 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev