Follow-up Comment #6, patch #1501 (project freeciv):
You must cast the calculation with (double), or the calculation will be done
as integer before passing to the function ceil(), so having no effect:
punit-hp -= ceil((double) punit-hp * game.server.killunhomed / 100);
Update of patch #1505 (project freeciv):
Status:None = Ready For Test
Assigned to:None = pepeto
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Update of bug #15553 (project freeciv):
Category:None = general
Status:None = Ready For Test
Assigned to:None = pepeto
Planned Release:
Follow-up Comment #5, patch #1506 (project freeciv):
the map tiles are not displayed correctly
Try trident tileset, it works fine with that client...
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upkeep I dont' know if the ruleset number are OK (for the AI?).
(file #8408)
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Follow-up Comment #1, patch #1265 (project freeciv):
rebased to current trunk
(file #8409)
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20100307-trunk-add-text-about-the-bulb-upkeep-in-the-science-dialog.diff
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this each time I did
merge all patches to do some test. You got me to move the line and now there
are no conflicts ;-)
(file #8411)
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Follow-up Comment #6, patch #1506 (project freeciv):
Try trident tileset, it works fine with that client...
Thanks; the result is no crash but some buttons moved together. I do not
understand the xaw gui syntax so I need help to solve this ...
URL:
http://gna.org/patch/?1507
Summary: genlist and speclist minor changes
Project: Freeciv
Submitted by: pepeto
Submitted on: dimanche 07.03.2010 à 13:59
Category: general
Priority: 3 - Low
Additional Item Attachment, patch #1507 (project freeciv):
File name: trunk_gen_spec_list.diff Size:90 KB
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Update of patch #1500 (project freeciv):
Status:None = Ready For Test
Assigned to:None = pepeto
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Follow-up Comment #8, patch #1501 (project freeciv):
If killunhomed = 100, the result will be hp = 0. I think the correct
algorithm you want is:
punit-hp = MAX((punit-hp * (100 - game.server.killunhomed)) / 100, 1);
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Follow-up Comment #7, patch #1506 (project freeciv):
I do not understand the xaw gui syntax so I need help to solve
this ...
I not neither... Where is our new xaw maintainer?
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* game.server.killunhomed / 100, 1);
I think this is the way to go. Here the hit point loss is calculated with at
least 1 hp loss each turn ...
(file #8413)
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Follow-up Comment #8, patch #1506 (project freeciv):
your new lazy xaw maintainer is here.
trying to understand the new changes that went into the trunk.
I still dont have commit permission :(
I will test this patch today, probably
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Follow-up Comment #10, patch #1501 (project freeciv):
Hm, ok, it seems I missed understand the setting. I have still a question,
are you sure the unit should lose a percentage of its current hp, not the
unit type hp?
E.g. hp = 100, killunhomed = 50:
turn 1: hp = 50
turn 2: hp = 25
turn 3: hp =
Follow-up Comment #11, patch #1501 (project freeciv):
You have raised a valid point. I used the unit's hit points because I did not
consider that there are other possibilities.
In the default ruleset the (unit type) hit points are between 10 and 40. So a
value of killunhomed = 10 will result in
URL:
http://gna.org/bugs/?15557
Summary: Paratroopers can invade territory of nation you're
at peace with, if foggedborders enabled
Project: Freeciv
Submitted by: jtn
Submitted on: Monday 03/08/10 at 00:08
Category: None
Additional Item Attachment, bug #15557 (project freeciv):
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Follow-up Comment #1, bug #15557 (project freeciv):
(See bug #15339 for another situation where units can illegally end up in
peaceful territory.)
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Follow-up Comment #2, bug #15557 (project freeciv):
and can pootle around in there
Sorry, that's inaccurate; any attempt to move within their borders gives the
Cannot invade unless you break peace with Lee Kuan Yew first. message. So
if you dropped them deep inside the territory, they're stuck
Follow-up Comment #1, bug #15339 (project freeciv):
If a big border change happened, you could still be left with a unit stuck on
single tile of your own border (exclave) entirely enclosed by the other
nation's territory.
Another option is that military units be moved when peaceful borders
Follow-up Comment #3, bug #15557 (project freeciv):
Actually, on reflection, there's nothing to stop you paradropping onto a tile
that you know full well is peaceful territory (so there's still a problem
without foggedborders). However, the solution to that one is obvious (prevent
it); I can do
Follow-up Comment #4, bug #15557 (project freeciv):
Ah, that last one has been known for a long time -- see also RT #39934
against 2.1.0 (can paradrop into peaceful nations borders).
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