[Freeciv-Dev] [patch #3680] Ai to consider road defense bonus

2013-02-09 Thread Marko Lindqvist
URL: http://gna.org/patch/?3680 Summary: Ai to consider road defense bonus Project: Freeciv Submitted by: cazfi Submitted on: Sat 09 Feb 2013 10:49:05 AM EET Category: ai Priority: 5 - Normal

[Freeciv-Dev] [bug #19609] View Native Tiles city dialog

2013-02-09 Thread Jacob Nevins
Update of bug #19609 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = jtn Open/Closed:Open = Closed Operating System:

[Freeciv-Dev] [patch #3681] Non-native tile graphic for supplied non-Amplio tilesets

2013-02-09 Thread Jacob Nevins
URL: http://gna.org/patch/?3681 Summary: Non-native tile graphic for supplied non-Amplio tilesets Project: Freeciv Submitted by: jtn Submitted on: Sat Feb 9 10:23:07 2013 Category: art Priority: 5 -

[Freeciv-Dev] [bug #20362] Freecost not applied to Philosophy bonus tech

2013-02-09 Thread Jacob Nevins
Update of bug #20362 (project freeciv): Summary: Frecost not applied to Philosophy bonus tech = Freecost not applied to Philosophy bonus tech ___ Reply to this item at: http://gna.org/bugs/?20362

[Freeciv-Dev] [bug #20488] Typo fixes, clarifications, etc

2013-02-09 Thread Jacob Nevins
URL: http://gna.org/bugs/?20488 Summary: Typo fixes, clarifications, etc Project: Freeciv Submitted by: jtn Submitted on: Sat Feb 9 14:45:44 2013 Category: general Severity: 2 - Minor

[Freeciv-Dev] [bug #20488] Typo fixes, clarifications, etc

2013-02-09 Thread Jacob Nevins
Update of bug #20488 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-typos-201302.patch Size:38 KB File name: S2_4-typos-201302.patch

[Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-09 Thread anonymous
URL: http://gna.org/bugs/?20489 Summary: Explorers shouldn't stop exploring Project: Freeciv Submitted by: None Submitted on: Sat Feb 9 18:44:56 2013 Category: client Severity: 1 - Wish

[Freeciv-Dev] [bug #20490] Player owner reconnecting to player while delegate user attached = server assertion failures, crash

2013-02-09 Thread Jacob Nevins
URL: http://gna.org/bugs/?20490 Summary: Player owner reconnecting to player while delegate user attached = server assertion failures, crash Project: Freeciv Submitted by: jtn Submitted on: Sat Feb 9 21:39:12 2013

[Freeciv-Dev] [bug #20490] Player owner reconnecting to player while delegate user attached = server assertion failures, crash

2013-02-09 Thread Marko Lindqvist
Update of bug #20490 (project freeciv): Severity: 3 - Normal = 5 - Blocker ___ Reply to this item at: http://gna.org/bugs/?20490 ___ Message sent

[Freeciv-Dev] [bug #19998] Cimpletoon tileset lacks Elephants/Crusaders, so can't be used with civ2/civ2civ3/multiplayer

2013-02-09 Thread Marko Lindqvist
Update of bug #19998 (project freeciv): Severity: 3 - Normal = 5 - Blocker ___ Reply to this item at: http://gna.org/bugs/?19998 ___ Message sent

[Freeciv-Dev] [bug #19168] mapimg automatic save dumps images in current directory

2013-02-09 Thread Marko Lindqvist
Update of bug #19168 (project freeciv): Severity: 3 - Normal = 5 - Blocker ___ Reply to this item at: http://gna.org/bugs/?19168 ___ Message sent

[Freeciv-Dev] [bug #17887] Tech prerequisites misdisplayed in help if root_req set

2013-02-09 Thread Marko Lindqvist
Update of bug #17887 (project freeciv): Severity: 3 - Normal = 5 - Blocker ___ Reply to this item at: http://gna.org/bugs/?17887 ___ Message sent

[Freeciv-Dev] [bug #20484] get_virtual_defense_power() assuming TerrainDefense

2013-02-09 Thread Marko Lindqvist
Update of bug #20484 (project freeciv): Planned Release: 2.3.4, 2.4.0, 2.5.0 = 2.3.5, 2.4.0, 2.5.0 ___ Reply to this item at: http://gna.org/bugs/?20484 ___ Message sent

[Freeciv-Dev] [patch #3620] Governor (cma) branch pruning heuristic fix

2013-02-09 Thread Marko Lindqvist
Update of patch #3620 (project freeciv): Planned Release:2.4.0, 2.5.0 = 2.4.0-beta2, 2.5.0 ___ Follow-up Comment #7: Will be running more autogames with this before committing (even if patch itself is correct,

[Freeciv-Dev] [patch #3671] Minor optimization to has_defense()

2013-02-09 Thread Marko Lindqvist
Update of patch #3671 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #3673] Classicai to srcdir of its own

2013-02-09 Thread Marko Lindqvist
Update of patch #3673 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #3674] Roadstyle River

2013-02-09 Thread Marko Lindqvist
Update of patch #3674 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

Re: [Freeciv-Dev] gameloss_style // no palace

2013-02-09 Thread Imhotep
Hello all, playing with the code below, I notice that neither the new AI (created from civil war) nor the barbarians have a palace in any city. I have started to debug but, there is a lot of code and I can waste a lot of time on try and error. Does anyone out there have an inspired guess

[Freeciv-Dev] [patch #3683] River type specific gfx

2013-02-09 Thread Marko Lindqvist
URL: http://gna.org/patch/?3683 Summary: River type specific gfx Project: Freeciv Submitted by: cazfi Submitted on: Sun 10 Feb 2013 02:30:44 AM EET Category: client Priority: 5 - Normal

Re: [Freeciv-Dev] gameloss_style // no palace

2013-02-09 Thread Marko Lindqvist
On 10 February 2013 01:02, Imhotep jmho...@slehr.de wrote: Hello all, playing with the code below, I notice that neither the new AI (created from civil war) nor the barbarians have a palace in any city. I have started to debug but, there is a lot of code and I can waste a lot of time on

[Freeciv-Dev] [patch #3684] Effect Enemy_Citizen_Unhappy_Pct

2013-02-09 Thread Marko Lindqvist
URL: http://gna.org/patch/?3684 Summary: Effect Enemy_Citizen_Unhappy_Pct Project: Freeciv Submitted by: cazfi Submitted on: Sun 10 Feb 2013 03:05:48 AM EET Category: general Priority: 5 - Normal

Re: [Freeciv-Dev] gameloss_style // no palace

2013-02-09 Thread Marko Lindqvist
Looking the actual code, these lines are probably relevant: On 10 February 2013 01:02, Imhotep jmho...@slehr.de wrote: palace = game.server.savepalace; game.server.savepalace = FALSE; /* moving it around is dumb */ do a lot things ... game.server.savepalace = palace; - ML

[Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-09 Thread Marko Lindqvist
Follow-up Comment #1, bug #20489 (project freeciv): There is Patrol command you can use to set route for units to constantly move. Isn't that sufficient for you? ___ Reply to this item at: http://gna.org/bugs/?20489

[Freeciv-Dev] [bug #20472] [River|Road] move_mode Relaxed assumes river/road on adjacent tile

2013-02-09 Thread Marko Lindqvist
Update of bug #20472 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #2: Untested patch for this ticket. (file #17168)

[Freeciv-Dev] [bug #20476] netdb.h conflict

2013-02-09 Thread Hugo van der Sanden
Follow-up Comment #3, bug #20476 (project freeciv): Can you confirm if I got this right. Yes, header that is included is /usr/include/netdb.h which does define AI_NUMERICSERV. Meanwhile you can test if manually setting CPPFLAGS=-I/usr/include/bind for configure produces working build. It

[Freeciv-Dev] [bug #20491] CMA cruft

2013-02-09 Thread anonymous
URL: http://gna.org/bugs/?20491 Summary: CMA cruft Project: Freeciv Submitted by: None Submitted on: Sun Feb 10 03:13:54 2013 Category: agents Severity: 2 - Minor Priority: 5 - Normal

[Freeciv-Dev] [patch #3675] Rivers as road types in rulesets

2013-02-09 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #3675 (project freeciv): Had a look. Setting the rivers to non pillageable was forgotten. PS! Thanks for publishing this patch and therefore making it less time consuming to try river as road before it's done