[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-12 Thread Matthias Pfafferodt
Follow-up Comment #9, bug #15092 (project freeciv): > The original idea was to remove the usage of volatile datas in > the calculation (the trade production of a city). Moreover, to > allow to know the real value of a trade route on client side, > even if at least one of the city is not owned.

[Freeciv-Dev] [patch #1391] new code to generate stats (graphics)

2010-01-12 Thread Matthias Pfafferodt
Follow-up Comment #6, patch #1391 (project freeciv): > This patch for generating a animated statistics from a game > is exactly a feature I've been looking for, to generate > post-game statistcs for http://www.freeciv.net/ > > I'd like to use this functionality to create an animated .gif > to be

[Freeciv-Dev] [patch #1404] log module

2010-01-12 Thread Matthias Pfafferodt
Follow-up Comment #3, patch #1404 (project freeciv): > I doubt your changes in the space numbers in the comments are really useful. It was something that did catch my eye and then a simple search & replace ... ___ Reply to this item at:

[Freeciv-Dev] [patch #1406] Six German nations

2010-01-12 Thread J.M. Maalderink
Follow-up Comment #1, patch #1406 (project freeciv): Fixed two errors. The Wurttembergian flag didn't show and I accidently set babylon.png instead of baden.png for the Badians. (file #7666) ___ Additional Item Attachment: File name: ger

[Freeciv-Dev] [bug #15061] SDL: crash in hurry production dialog.

2010-01-12 Thread pepeto
Update of bug #15061 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed Release: 2.1.10 => 2.1.11

[Freeciv-Dev] [bug #15061] SDL: crash in hurry production dialog.

2010-01-12 Thread pepeto
Update of bug #15061 (project freeciv): Open/Closed:Open => Closed ___ Reply to this item at: ___ Message pos

[Freeciv-Dev] [bug #15093] Hut messages not localized

2010-01-12 Thread pepeto
Update of bug #15093 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #15057] Default diplomatic state is always war

2010-01-12 Thread pepeto
Update of bug #15057 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #15091] Free units are not listed in the unit report

2010-01-12 Thread pepeto
Update of bug #15091 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #15041] Cannot free the fortify order

2010-01-12 Thread pepeto
Update of bug #15041 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #15042] Keymap doesn't work

2010-01-12 Thread pepeto
Update of bug #15042 (project freeciv): Status: Ready For Test => In Progress ___ Follow-up Comment #2: Doesn't work well... Need more investigation. __

[Freeciv-Dev] [patch #1402] Rework the view menu

2010-01-12 Thread pepeto
Update of patch #1402 (project freeciv): Status: Ready For Test => In Progress ___ Follow-up Comment #2: > "Better Fog of War" > Should this option only be available if it changes something? > (i.e f

[Freeciv-Dev] [bug #15094] Small typo in server/commands.c

2010-01-12 Thread pepeto
Update of bug #15094 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-12 Thread kinetic
Follow-up Comment #10, bug #15092 (project freeciv): The problem, I think, with this is that it will slow the game down a lot, especially the multiplayer game. If you have to wait until you build a railroad or boats before you can trade, it will be at least twice as long before you can set up tra

[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-12 Thread pepeto
Follow-up Comment #11, bug #15092 (project freeciv): Some questions in the goal of creating a new algorithm: * Do you think it's normal or realistic to divide the trade route value by 2 if the owner is not the same? And the trade would increase if you lose a city... Or maybe should it be based