[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-07 Thread Brandon J. Van Every
Follow-up Comment #18, bug #22567 (project freeciv): If diagnosis and a fix aren't imminent, would changing the title to "most cities undefended" be helpful? The behavior is not civ2civ3 specific, and most cities are walk-ins for so long that it's not accurate to say they're "early" cities. I do

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-07 Thread pepeto
Follow-up Comment #17, bug #22567 (project freeciv): > Umh, what else there was in patch #4970 and patch #4971 to > explain this? Or do you think it's dormant issue that pf > changes activate? I don't know. I have posted the reverse map (new version) at patch #5201. If it really fixes the symptom

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-07 Thread Marko Lindqvist
Follow-up Comment #16, bug #22567 (project freeciv): > I think this is not a pf issue. Umh, what else there was in patch #4970 and patch #4971 to explain this? Or do you think it's dormant issue that pf changes activate? ___ Reply to this

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-07 Thread pepeto
Update of bug #22567 (project freeciv): Status: Ready For Test => None ___ Follow-up Comment #15: > Reverting patch #4970 and patch #4971 affecting reverse > pathfinding maps make AI to defend

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Marko Lindqvist
Follow-up Comment #14, bug #22567 (project freeciv): > Where do patches get submitted for testing? To tickets. See bottom of the this ticket screen for "Attached Files" Once the patch has been committed, the "Status" fill be changed to "Fixed" (now "Ready For Test")

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Brandon J. Van Every
Follow-up Comment #13, bug #22567 (project freeciv): I saw that he had committed something to trunk. Where do patches get submitted for testing? ___ Reply to this item at: _

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Brandon J. Van Every
Follow-up Comment #12, bug #22567 (project freeciv): No city defense for default ruleset in SVN rev 26253. After eating 1.5 enemy civs without challenge, I gave up. Only thing slowing me down was not starting on the same continent with all of them. _

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Marko Lindqvist
Follow-up Comment #11, bug #22567 (project freeciv): > No change for civ2civ3 in SVN rev 26253. That's to be expected when no fix has been committed yet. Pepeto just submitted patch for testing. ___ Reply to this item at:

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Brandon J. Van Every
Follow-up Comment #10, bug #22567 (project freeciv): No change for civ2civ3 in SVN rev 26253. Victory in 57 turns. Will test the default ruleset. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread pepeto
Update of bug #22567 (project freeciv): Status:None => Ready For Test Planned Release: => 2.6.0 ___ Follow-up Comment #8: > Reverting patch #

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-05 Thread Marko Lindqvist
Follow-up Comment #7, bug #22567 (project freeciv): Reverting patch #4970 and patch #4971 affecting reverse pathfinding maps make AI to defend itself again. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-05 Thread Marko Lindqvist
Follow-up Comment #5, bug #22567 (project freeciv): > available mov bonus That's certainly breaking things in 2.5 and earlier (I assume the patch pepeto mentioned fix this in TRUNK). AI thinks that the attacker cannot reach the city yet, so it doesn't hurry to get defender -> city can be conquere

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-05 Thread Jacob Nevins
Follow-up Comment #4, bug #22567 (project freeciv): I think cazfi has said that AI city defence on trunk is known to be weak/nonexistent at the moment. See also bug #22556. So I suspect this is not a civ2civ3-specific problem. (Can't find it now, maybe it was on IRC?) ___

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-04 Thread pepeto
Follow-up Comment #2, bug #22567 (project freeciv): AI is enable to handle the real unit type of a unit in S2_5. It would need something like patch #4970. ___ Reply to this item at:

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-03 Thread anonymous
Follow-up Comment #1, bug #22567 (project freeciv): It is easier to win in civ2civ3 than you suggest. Switch to tribal government and all enemy AI civs are easily reached and killed just by marching 2 squares at a time. ___ Reply to this i

[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-03 Thread Brandon J. Van Every
URL: Summary: early cities undefended in civ2civ3 Project: Freeciv Submitted by: bvanevery Submitted on: Thu 04 Sep 2014 03:44:18 AM UTC Category: ai Severity: 4 - Important