[Freeciv-Dev] [bug #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed

2013-05-11 Thread Jacob Nevins
Update of bug #20792 (project freeciv): Status:None = Confirmed ___ Follow-up Comment #5: Reproduced assertion failure and segfault with 2.3.4 and the attached files. (They took a bit of

[Freeciv-Dev] [bug #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed

2013-05-11 Thread Jacob Nevins
Follow-up Comment #6, bug #20792 (project freeciv): On loading the savefile we get in map_init_topology() [map.c::312]: assertion 'MAP_WIDTH = MAP_MAX_LINEAR_SIZE' failed. Please report this message at http://gna.org/projects/freeciv/ in map_init_topology() [map.c::313]: assertion 'MAP_HEIGHT =

[Freeciv-Dev] [bug #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed

2013-05-11 Thread Jacob Nevins
Follow-up Comment #7, bug #20792 (project freeciv): Back to the same_pos()/segfault, here's a backtrace (with 2.3.4): #0 tile_index (ptile=0x0) at tile.c:37 No locals. #1 0x0058aee7 in pf_fuel_map_iterate_until (ptile=optimised out, pffm=optimised out) at path_finding.c:2517

[Freeciv-Dev] [bug #20805] Bless resource probability hack?

2013-05-11 Thread Jacob Nevins
URL: http://gna.org/bugs/?20805 Summary: Bless resource probability hack? Project: Freeciv Submitted by: jtn Submitted on: Sat May 11 13:39:05 2013 Category: None Severity: 3 - Normal

[Freeciv-Dev] [patch #3904] Fix auto-settler mode breaking when units travel through transports

2013-05-11 Thread Guillaume Melquiond
URL: http://gna.org/patch/?3904 Summary: Fix auto-settler mode breaking when units travel through transports Project: Freeciv Submitted by: silene Submitted on: sam. 11 mai 2013 15:21:59 CEST Category: None

[Freeciv-Dev] [bug #20786] Pathfinder (Goto order) for aerial units

2013-05-11 Thread pepeto
Update of bug #20786 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #20786] Pathfinder (Goto order) for aerial units

2013-05-11 Thread Jacob Nevins
Follow-up Comment #10, bug #20786 (project freeciv): Fix needs to go on recently-branched S2_5 too? ___ Reply to this item at: http://gna.org/bugs/?20786 ___ Message sent via/by Gna!

[Freeciv-Dev] [patch #3895] Do not try to spawn units to non-native terrain from huts

2013-05-11 Thread Jacob Nevins
Follow-up Comment #11, patch #3895 (project freeciv): I think this introduces a case where a hut can silently do nothing [...] Applied my patch to all branches under this ticket. While likely outside the scope of this ticket, rulesets with many L_CITIES units may inappropriately restrict

[Freeciv-Dev] [bug #20786] Pathfinder (Goto order) for aerial units

2013-05-11 Thread pepeto
Update of bug #20786 (project freeciv): Planned Release: 2.3.5, 2.4.0, 2.5.0 = 2.3.5, 2.4.0, 2.5.0, 2.6.0 ___ Follow-up Comment #12: You're right, sorry... Fixed now.

[Freeciv-Dev] [bug #20807] More discrete server logs

2013-05-11 Thread Michal Mazurek
URL: http://gna.org/bugs/?20807 Summary: More discrete server logs Project: Freeciv Submitted by: akfaew Submitted on: Sat 11 May 2013 06:00:12 PM GMT Category: general Severity: 1 - Wish

[Freeciv-Dev] [bug #20808] noop AI for multiplayer games

2013-05-11 Thread Michal Mazurek
URL: http://gna.org/bugs/?20808 Summary: noop AI for multiplayer games Project: Freeciv Submitted by: akfaew Submitted on: Sat 11 May 2013 06:04:38 PM GMT Category: None Severity: 1 - Wish

[Freeciv-Dev] [bug #20808] noop AI for multiplayer games

2013-05-11 Thread Marko Lindqvist
Follow-up Comment #1, bug #20808 (project freeciv): Like stub AI module does in 2.4 and later? ___ Reply to this item at: http://gna.org/bugs/?20808 ___ Message sent via/by Gna!

[Freeciv-Dev] [patch #3895] Do not try to spawn units to non-native terrain from huts

2013-05-11 Thread Marko Lindqvist
Follow-up Comment #12, patch #3895 (project freeciv): rulesets with many L_CITIES units may inappropriately restrict settler creation based on nativity, when some less advanced unit might be native to the tile in question (this doesn't happen with shipping rulesets I think this is just the

[Freeciv-Dev] [bug #20805] Bless resource probability hack?

2013-05-11 Thread Emmet Hikory
Follow-up Comment #1, bug #20805 (project freeciv): If allowing ruleset authors to specify the frequency of specific resources, it would be nice to also allow control over the relative density of resources in a given terrain, so one could indicate a given terrain only has 75% average resource

[Freeciv-Dev] [bug #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed

2013-05-11 Thread anonymous
Follow-up Comment #8, bug #20792 (project freeciv): was trying for the 500 x size by 250 y size which is less than the 128,000 total tile size but if you check the actual map siz it is larger but at start it did run ___ Reply to this item

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-11 Thread Emmet Hikory
Follow-up Comment #1, patch #3775 (project freeciv): I'm not sure that anything that relies on uclass_move_type() is a reliable mechanism to use to determine if a potential bodyguard can properly protect a potential charge. This only checks whether some of the native terrains for the unit happen

[Freeciv-Dev] [bug #20785] AI fails to consider helicopters threatening to cities

2013-05-11 Thread Marko Lindqvist
Update of bug #20785 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: