[Freeciv-Dev] config vs ruleset

2011-09-21 Thread Michal Mazurek
Soon I will have a week of free time, I'd like to dedicate it to freeciv. I have an idea of making longturn games more bloody, namely spoils of war. Each unit killed will grant the winner, say, gold += 0%-30% of shields of unit killed, bulbs += max(0, looser_bulbs-winner_bulbs)*0%-1%. These values

[Freeciv-Dev] [bug #18707] Turns idle

2011-09-21 Thread Michal Mazurek
URL: Summary: Turns idle Project: Freeciv Submitted by: akfaew Submitted on: Wed Sep 21 13:16:24 2011 Category: None Severity: 1 - Wish Priority: 5 - Normal

[Freeciv-Dev] [bug #18698] killstack in gui

2011-09-21 Thread Matthias Pfafferodt
Follow-up Comment #1, bug #18698 (project freeciv): A possible solution could be a new systematic for settings; see patch #2542. But this is 2.5 stuff ___ Reply to this item at:

Re: [Freeciv-Dev] config vs ruleset

2011-09-21 Thread Matthias Pfafferodt
Am Mittwoch, 21. September 2011, 11:55:55 schrieb Michal Mazurek: > Soon I will have a week of free time, I'd like to dedicate it to > freeciv. I have an idea of making longturn games more bloody, namely > spoils of war. Each unit killed will grant the winner, say, gold += 0%-30% > of shields of un

[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-21 Thread Matthias Pfafferodt
Update of bug #18549 (project freeciv): Status: Confirmed => Ready For Test ___ Follow-up Comment #16: and now as patch; how to test it: - start a game - use the editor to change a tile to swap -

[Freeciv-Dev] [bug #18710] fix error if future tech is researched

2011-09-21 Thread Matthias Pfafferodt
URL: Summary: fix error if future tech is researched Project: Freeciv Submitted by: syntron Submitted on: Mi 21 Sep 2011 23:28:42 CEST Category: general Severity: 3 - Normal

[Freeciv-Dev] [bug #18711] self rooted tech not working

2011-09-21 Thread Matthias Pfafferodt
URL: Summary: self rooted tech not working Project: Freeciv Submitted by: syntron Submitted on: Mi 21 Sep 2011 23:41:40 CEST Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #18707] Turns idle

2011-09-21 Thread Jacob Nevins
Follow-up Comment #1, bug #18707 (project freeciv): Hm. When I tried it (with trunk), it seemed to basically work for me, save that it jumps straight from 0 to 3, so the first few turns of idleness don't show up. By "work" I mean that for connected clients where the user didn't do anything, the

[Freeciv-Dev] [patch #2923] [lua] fix libscriptcore as part of libfreeciv so that it can be used by the client

2011-09-21 Thread Matthias Pfafferodt
Follow-up Comment #5, patch #2923 (project freeciv): fixed/rebased patch (file #14118) ___ Additional Item Attachment: File name: 0003-include-libscriptcore-in-libfreeciv.la.patch Size:10 KB _

[Freeciv-Dev] [bug #18712] start nation not random

2011-09-21 Thread Matthias Pfafferodt
URL: Summary: start nation not random Project: Freeciv Submitted by: syntron Submitted on: Mi 21 Sep 2011 23:47:09 CEST Category: None Severity: 3 - Normal Prio

[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2011-09-21 Thread Jordi Negrevernis i Font
URL: Summary: Use ferryboat system for trade Project: Freeciv Submitted by: jorneg Submitted on: Wed Sep 21 21:48:29 2011 Category: ai Priority: 5 - Normal St

[Freeciv-Dev] [bug #18712] start nation not random

2011-09-21 Thread Jacob Nevins
Follow-up Comment #1, bug #18712 (project freeciv): I've been getting random nations in recent trunk testing. I notice that there's an Austrian leader called "Matthias". If your login name matches a leader name, there's a feature (or "feature") where the game will pick that nation for you.

Re: [Freeciv-Dev] config vs ruleset

2011-09-21 Thread Matthias Pfafferodt
Am Mittwoch, 21. September 2011, 11:55:55 schrieb Michal Mazurek: > Soon I will have a week of free time, I'd like to dedicate it to > freeciv. I have an idea of making longturn games more bloody, namely > spoils of war. Each unit killed will grant the winner, say, gold += 0%-30% > of shields of un

[Freeciv-Dev] [bug #18712] start nation not random

2011-09-21 Thread Matthias Pfafferodt
Follow-up Comment #2, bug #18712 (project freeciv): Ok; I did read something like this before but did not connected it to my user name ... The question is now: bug or feature? ___ Reply to this item at: ___

[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2011-09-21 Thread Matthias Pfafferodt
Follow-up Comment #1, patch #2963 (project freeciv): I did not test the patch but would say, all changes wich increase the AI skill are good. Perhaps add a handicap? One part of the player say AI is to good - for the other part it's not good enough. One comment: is the reference to the lua heade

Re: [Freeciv-Dev] [bug #18712] start nation not random

2011-09-21 Thread Jordi Negrevernis i Font
En/na Matthias Pfafferodt ha escrit: Follow-up Comment #2, bug #18712 (project freeciv): Ok; I did read something like this before but did not connected it to my user name ... The question is now: bug or feature? This is a feature. There is code to do that... If you wanna play with a

Re: [Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2011-09-21 Thread Jordi Negrevernis i Font
En/na Matthias Pfafferodt ha escrit: Follow-up Comment #1, patch #2963 (project freeciv): One comment: is the reference to the lua header file really needed (in aiunit.c)? ?!? No, it's not needed. It's only C code. ___ Freeciv-dev mailing list

[Freeciv-Dev] [patch #2542] server/ruleset settings

2011-09-21 Thread Zakri Kneebone
Follow-up Comment #2, patch #2542 (project freeciv): As a general, the elements that have the greatest influence on gameplay and strategy should be the easiest to find and change. The options menu is likely to trend toward complexity as time goes on, essentially becoming a 'trainer' or interactiv

[Freeciv-Dev] [bug #18717] Big city radius, fog of war

2011-09-21 Thread Michal Mazurek
URL: Summary: Big city radius, fog of war Project: Freeciv Submitted by: akfaew Submitted on: Thu Sep 22 05:33:02 2011 Category: None Severity: 3 - Normal Prior

[Freeciv-Dev] [bug #18717] Big city radius, fog of war

2011-09-21 Thread Matthias Pfafferodt
Follow-up Comment #1, bug #18717 (project freeciv): In that case you should increase the city radius - it makes no sense if the city can work such a big radius but not see the tiles. Perhaps a check should be added: city radius <= city vision radius? If you want to work with this limitation you c

[Freeciv-Dev] [bug #18717] Big city radius, fog of war

2011-09-21 Thread Michal Mazurek
Follow-up Comment #2, bug #18717 (project freeciv): I actually like the fact that the vision radius is less than the city radius. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #18653] Upper case first letter of player name

2011-09-21 Thread Michal Mazurek
Follow-up Comment #4, bug #18653 (project freeciv): So, can this be reverted? I consider this a bug. There is no player named 'Dude'. Jacob, your nick would be displayed as 'Jtn', also incorrect, I presume. ___ Reply to this item at: