[Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-10-03 Thread pepeto
Follow-up Comment #2, bug #16767 (project freeciv): This seems to have fixed the problem. Well done. ___ Reply to this item at: http://gna.org/bugs/?16767 ___ Message posté via/par Gna!

[Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-10-03 Thread Matthias Pfafferodt
Follow-up Comment #3, bug #16767 (project freeciv): The problem as reported in bug #16429 still exists; this only fix the part if a tech loss due to tech upkeep is the reason for the error meassage. I will try to find a savegame where this can be reproduced (it will be posted at bug #16429).

[Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-10-02 Thread Matthias Pfafferodt
Update of bug #16767 (project freeciv): Status:None = Fixed Assigned to:None = syntron Open/Closed:Open = Closed

Re: [Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-10-02 Thread Pepeto
Could you please announce at least 36 hours before you intend to commit that the item is ready to test and that you are going to deal with it. I didn't have time to test it, now that my holydays are over, and I would really like to test it before. Le samedi 02 octobre 2010 à 11:34 +0200, Matthias

Re: [Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-10-02 Thread Pepeto
... but I really would like to be warned about every patch going to be committed: Status was None, Assigned to None, and this in the 36 hours before the you commit it. For bug #16774 too. http://freeciv.wikia.com/wiki/Commit_rules does not mention anything about assignation of a patch. But

[Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-09-26 Thread Matthias Pfafferodt
URL: http://gna.org/bugs/?16767 Summary: fix tech tree after a tech was lost Project: Freeciv Submitted by: syntron Submitted on: Sonntag 26.09.2010 um 20:58 Category: general Severity: 3 - Normal