[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-07-18 Thread Marko Lindqvist
Update of bug #21437 (project freeciv): Status: Ready For Test => Fixed Assigned to:None => cazfi Open/Closed:Open => Closed _

[Freeciv-Dev] [patch #4885] Revised logic for AI improvement consideration and improvement redundancy

2014-07-18 Thread Emmet Hikory
Follow-up Comment #3, patch #4885 (project freeciv): I no longer believe this ticket can be split: the manner in which the AI detects whether an improvement is interesting is somewhat semantically bound to how is_improvement_redundant() is implemented. >From the client side, the calls to is_impro

[Freeciv-Dev] [bug #22359] Infinite loop in pick_random_tech

2014-07-18 Thread Emmet Hikory
Follow-up Comment #1, bug #22359 (project freeciv): Which ruleset is loaded for these backtraces? Are they different rulesets? ___ Reply to this item at: ___ Me

[Freeciv-Dev] [bug #22359] Infinite loop in pick_random_tech

2014-07-18 Thread Marko Lindqvist
Follow-up Comment #2, bug #22359 (project freeciv): freeciv-web has its own ruleset, simplified version of classic ruleset that does not expose features unimplemented in freeciv-web. https://github.com/freeciv/freeciv-web/tree/master/freeciv/data/fcweb ___

[Freeciv-Dev] [patch #4952] Two-mode-workers for threaded AI

2014-07-18 Thread Marko Lindqvist
Update of patch #4952 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #4946] Make alien empire size penalties less severe

2014-07-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #4946 (project freeciv): - Corrected section name of the new effect sensible with the actual rule (was leftover from earlier iteration of the rules) (file #21460) ___ Additional Item Attachment: File name: Empir

[Freeciv-Dev] [patch #4954] Build threaded AI to Windows Installer build

2014-07-18 Thread Marko Lindqvist
Update of patch #4954 (project freeciv): Status: Ready For Test => Done ___ Follow-up Comment #1: > so the support should be sufficient for threaded AI Doesn't look like that in actual testing

[Freeciv-Dev] [patch #4962] Remove the now unused fields REQ_RANGE and REQ_TYPE from packets.def

2014-07-18 Thread Sveinung Kvilhaugsvik
Update of patch #4962 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22359] Infinite loop in pick_random_tech

2014-07-18 Thread Andreas Røsdal
Follow-up Comment #3, bug #22359 (project freeciv): Here's how to reproduce this infinite loop: - Start a new game on Freeciv-web with the 'techlevel 100' setting. - End the first turn. - The server will then freeze, using 100% CPU. I think that the Freeciv server is running the loop in choose_r

[Freeciv-Dev] [bug #22359] Infinite loop in pick_random_tech

2014-07-18 Thread Andreas Røsdal
Follow-up Comment #4, bug #22359 (project freeciv): I also get the same server problem in the Freeciv GTK2 client running the Freeciv C server from current trunk. ___ Reply to this item at: _

[Freeciv-Dev] [bug #21193] Empty city does not provide contact

2014-07-18 Thread Emmet Hikory
Follow-up Comment #1, bug #21193 (project freeciv): This has supposed to have been working since r2367, and in trunk, unit_move() calls maybe_make_contact(), which should trigger contact to the owner of any adjacent city. I can't reproduce this on trunk (r25614) by starting a new game with the cl

[Freeciv-Dev] [bug #22359] Infinite loop in choose_random_tech()

2014-07-18 Thread Emmet Hikory
Update of bug #22359 (project freeciv): Summary: Infinite loop in pick_random_tech => Infinite loop in choose_random_tech() ___ Follow-up Comment #5: I'm not understanding the recent changes to techs well enough to know th

[Freeciv-Dev] [bug #22359] Infinite loop in choose_random_tech()

2014-07-18 Thread Andreas Røsdal
Follow-up Comment #6, bug #22359 (project freeciv): Thanks a lot. I can confirm that the patch solves the infinite loop problem. ___ Reply to this item at: ___ M