[Freeciv-Dev] [patch #1936] limit the number of units with gold upkeep a city can support

2011-06-14 Thread David Fernandez
Follow-up Comment #16, patch #1936 (project freeciv): I'd like to test this patch. May I install it over current trunk repository (together with update hit point calculation for killunhomed)? Would AI handle it? or I should wait to v2.4.0

[Freeciv-Dev] [bug #18221] Crash while playing custom Ruleset

2011-06-14 Thread David Fernandez
URL: http://gna.org/bugs/?18221 Summary: Crash while playing custom Ruleset Project: Freeciv Submitted by: tirolalira Submitted on: mar 14 jun 2011 21:51:25 GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #18221] Not enough buildings/units sold to restore positive balance

2011-06-14 Thread David Fernandez
Follow-up Comment #6, bug #18221 (project freeciv): Ok, thanks, no hurry. For now, gold upkeep style = 1 seems to avoid the crashes. ___ Reply to this item at: http://gna.org/bugs/?18221 ___

[Freeciv-Dev] [bug #18231] AI do not take into account pop cost of settlers to buy them

2011-06-15 Thread David Fernandez
URL: http://gna.org/bugs/?18231 Summary: AI do not take into account pop cost of settlers to buy them Project: Freeciv Submitted by: tirolalira Submitted on: mié 15 jun 2011 15:01:03 GMT Category: ai

[Freeciv-Dev] [bug #18232] Cheating AI level should not overide max tax rates by default

2011-06-15 Thread David Fernandez
URL: http://gna.org/bugs/?18232 Summary: Cheating AI level should not overide max tax rates by default Project: Freeciv Submitted by: tirolalira Submitted on: mié 15 jun 2011 16:59:13 GMT Category: ai

[Freeciv-Dev] [bug #18231] AI do not take into account pop cost of settlers to buy them

2011-06-15 Thread David Fernandez
Follow-up Comment #2, bug #18231 (project freeciv): I have tested this change over current trunk rev19760 and it seems to work. But there is a remaining minor issue, that I already noticed before this patch: If the settler (pop_cost=1) is finished just the same turn that the city grows to pop

[Freeciv-Dev] [bug #16533] Help For City Production

2011-06-15 Thread David Fernandez
Follow-up Comment #3, bug #16533 (project freeciv): I agree, for some reason I keep right clicking the buildings in the dropdown menu of the city production pannel to get the help. I guess it is something intuitive related to the way the help works in other windows and pannels.

[Freeciv-Dev] [bug #16913] Bug: AI Skill Level differs from Scenario loaded AI on Player List

2011-06-15 Thread David Fernandez
Follow-up Comment #4, bug #16913 (project freeciv): Patch has changed the behaviour a bit on trunk: now the AI Skill Level dropdown starts out with no default (which is a bit more honest). I confirm this behavior in revision 19760. However, if you start a game and then you leave it, the AI

[Freeciv-Dev] [bug #18221] Not enough buildings/units sold to restore positive balance

2011-06-16 Thread David Fernandez
Follow-up Comment #8, bug #18221 (project freeciv): I think the old code that sells both buildings and units at same time was on purpose, to avoid a situation where a player goes to bankrupt due to huge army supported by gold. Example: AI has 100 units supported by 1 gold each, and 10 banks,

[Freeciv-Dev] [patch #2627] Script-triggered civil war

2011-06-25 Thread David Fernandez
Follow-up Comment #7, patch #2627 (project freeciv): Thank you for this patch. I think it is not only a debug tool, but probably the best feature to create scenarios more similar to real history, where it is hard to maintain a large empire. And a geat challenge for those single-player games

[Freeciv-Dev] [patch #1936] limit the number of units with gold upkeep a city can support

2011-06-30 Thread David Fernandez
Follow-up Comment #18, patch #1936 (project freeciv): I tried to apply the patch over rev19760 and there was 1 single fail: +vervatim+ patching file common/game.h Hunk #1 FAILED at 88. -vervatim- Thanks doctorjlowe. About AI, I do not mean changes to general motivation of the AI, but basic

[Freeciv-Dev] [bug #18358] LUA script to change/merge nations

2011-07-16 Thread David Fernandez
URL: http://gna.org/bugs/?18358 Summary: LUA script to change/merge nations Project: Freeciv Submitted by: tirolalira Submitted on: sáb 16 jul 2011 09:38:14 GMT Category: rulesets Severity: 1 - Wish

[Freeciv-Dev] [bug #18394] self root_req'd techs are removed, even if a nation's init_tech lists it

2011-07-22 Thread David Fernandez
Follow-up Comment #1, bug #18394 (project freeciv): I agree it did not work with v2.3.0-beta4 I did try to use LUA scripts to give such techs (root req itself) to a nation, but the tech does not appear in the tech tree, and it can not be used to enable other units or techs. However, I just

[Freeciv-Dev] [patch #2949] Updated earth-160x90-v2 with more start positions, etc

2011-08-31 Thread David Fernandez
Follow-up Comment #3, patch #2949 (project freeciv): Thank you for adding it. I have revised the map and I have tweaked again the deep ocean gap between greenland and iceland so triremes can navigate all around greenland, while they still can not cross the atlantic ocean. It is a minor tweak,

[Freeciv-Dev] [bug #18394] self root_req'd techs are removed, even if a nation's init_tech lists it

2011-09-24 Thread David Fernandez
Follow-up Comment #3, bug #18394 (project freeciv): When I create a new tech with root_req being itself, this tech is showed in the tech tree, in orange colour, but I still do not know how to give such techs to a nation. Latest time I tested with v2.3, the line init_techs= (inside the

[Freeciv-Dev] [bug #17270] [tax] fix tech upkeep

2011-12-18 Thread David Fernandez
Follow-up Comment #10, bug #17270 (project freeciv): I'm not sure if tech upkeep is working as expected in v2.3.1 When I read the code I understand this: 1- it sums the total bulb cost for all your known techs. 2- it divides the total bulbs by tech_upkeep_divider ( =2000 in experimental

[Freeciv-Dev] [patch #1936] limit the number of units with gold upkeep a city can support

2011-12-20 Thread David Fernandez
Follow-up Comment #19, patch #1936 (project freeciv): I'm really looking forward to this patch. Imo, it will surely balance the behavior of gold upkeep. How could I test it? Is it going to be included in v2.4.0? ___ Reply to this item at:

[Freeciv-Dev] [bug #19494] Negative treasury after player_balance_treasury_units_and_buildings()

2012-02-27 Thread David Fernandez
Follow-up Comment #6, bug #19494 (project freeciv): I have found same error while testing civ2-3 modpack over freeciv v2.3.1 (I'm tirolalira). I upload a reproducible savegame together with the ruleset (it is exactly the same version shared in the forums). To reproduce the error, just press end

[Freeciv-Dev] [bug #17726] Experimental ruleset: Musketeers have Shield2Gold flag, but Riflemen do not

2012-03-07 Thread David Fernandez
Follow-up Comment #11, bug #17726 (project freeciv): This is the best topic I found to talk about Shield2Gold issues. I have been testing the AI with gold upkeep for some time (I find it very important to enjoy this game), and I always thought that the AI does not notice when his economy is

[Freeciv-Dev] [patch #3178] Max_Trade_Routes effect

2012-03-09 Thread David Fernandez
Follow-up Comment #1, patch #3178 (project freeciv): Thank you, I'll surely use this rule effect. While you are at it, I'd also suggest to add a rule effect to multiply/divide the trade bonus obtained from trade routes. I found a workaround to half it by using this code:

[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?

2012-03-11 Thread David Fernandez
Follow-up Comment #3, bug #19540 (project freeciv): In my tests, I notice an improvement in the economic management of the AI when I replace Shield2gold by uk_gold, but it is hard to know for sure without watching the code. I agree the UI is a disadvantage because all units appear with upkeep =

[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?

2012-03-11 Thread David Fernandez
Follow-up Comment #4, bug #19540 (project freeciv): The example was not showed in previous post... [effect_upkeep_free_units_monarchy] name= Unit_Upkeep_Free_Per_City value = 3 reqs= { type, name, range Gov, Monarchy, Player UnitFlag, NonMil, Local } Note when I

[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?

2012-03-11 Thread David Fernandez
Follow-up Comment #5, bug #19540 (project freeciv): I think previous example could be hard to implement... Maybe it is easier something like this: [effect_upkeep_unit] name= Upkeep_Factor value = 2 reqs= { type, name, range Gov, Monarchy, Player UnitFlag, NonMil, Local

[Freeciv-Dev] [bug #19589] New tech upkeep style

2012-03-28 Thread David Fernandez
URL: http://gna.org/bugs/?19589 Summary: New tech upkeep style Project: Freeciv Submitted by: bardo Submitted on: mié 28 mar 2012 06:18:07 GMT Category: rulesets Severity: 1 - Wish

[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?

2012-03-31 Thread David Fernandez
Follow-up Comment #7, bug #19540 (project freeciv): There was a bug in previous freeciv version that caused different AI behavior with each different gold_upkeep_style: bug #16413 http://gna.org/bugs/?16413. Since it was fixed I can't differentiate which style is being used based on AI behavior.

[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?

2012-03-31 Thread David Fernandez
Follow-up Comment #8, bug #19540 (project freeciv): Oh, I forgot to say I saved the game with official freeciv v2.3.1, and all turns until the savegame where played in AI mode. ___ Reply to this item at: http://gna.org/bugs/?19540

[Freeciv-Dev] [bug #19670] AI considers embassy negative thing

2012-05-01 Thread David Fernandez
Follow-up Comment #2, bug #19670 (project freeciv): If you play with the ruleset option tech_leakage = 1 (Techs are cheaper if already discovered by other nations you have embassy with), then embassies become very important. Currently, every treaty where AI accepts an alliance, it is also

[Freeciv-Dev] [patch #3313] Nets to experimental ruleset

2012-06-24 Thread David Fernandez
Follow-up Comment #3, patch #3313 (project freeciv): New base type Nets, buildable on Oceanic tiles after Seafaring discovered, required in tile before Harbor gives food bonus I like the idea. I find the bonus from harbours and offshore plataforms very powerful, imo it is better if you have to

[Freeciv-Dev] [patch #3313] Nets to experimental ruleset

2012-06-30 Thread David Fernandez
Follow-up Comment #5, patch #3313 (project freeciv): An alternative could be to require these net bases only in ocean tiles with special resources (fish and wales), so it does not afect the AI so much. In my ruleset I also made bouys needed in deep ocean tiles to get the extra shield from

[Freeciv-Dev] [patch #3366] Include civ2civ3 ruleset

2012-07-04 Thread David Fernandez
Follow-up Comment #2, patch #3366 (project freeciv): Thank you cazfi. I was also unsure about the name. I'd like it to include somehow the name civ3 because people who played civ3 are going to find the gameplay with this ruleset very similar. The ruleset seems also similar to c-evo, a civ clone

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-08 Thread David Fernandez
Follow-up Comment #1, bug #19899 (project freeciv): I think the problem is deeper than that. I have played peaceful games in v2.3, where AI never enter war (tested by increasing AI love), and soon they stop building settlers to start building workers and other city improvements. I thought the

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-09 Thread David Fernandez
Follow-up Comment #5, bug #19899 (project freeciv): Still faster than me... good job! I'm trying to test this fix. I have compiled the TRUNK rev-21480, run a server (./fcser -r data/civ2civ3.serv ) and run a client (./fcgui). When I press end turn I get this error: in tdc_plr_set()

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-10 Thread David Fernandez
Follow-up Comment #7, bug #19899 (project freeciv): You are right, the error appears with and without your patch, when I end the first turn, playing civ2civ3 rules, everytime. The error does not appear when I play default (classic) rules. I upload the requested savegames with v2.3 where AI

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-10 Thread David Fernandez
Follow-up Comment #8, bug #19899 (project freeciv): I used to run the compiled trunk in ubuntu with command: ./civ # Run client Now it does not work, so I use ./fcser in one terminal, then ./fcgui in another terminal, and then I press connect to Netwok Game. I have been unable to install (with

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-10 Thread David Fernandez
Follow-up Comment #9, bug #19899 (project freeciv): The log.txt again... this time inside .zip (file #16062) ___ Additional Item Attachment: File name: civ2civ3-settler-log.txt.zip Size:85 KB

[Freeciv-Dev] [bug #19925] 'ai-settler-tdc_hash != ((void *)0)' failed.

2012-07-12 Thread David Fernandez
Follow-up Comment #2, bug #19925 (project freeciv): Ok, this is really weird, but I'm pretty sure I tested it properly... (with trunk r21520) When I copy the files from Civ2Civ3 folder into Classic folder (replacing them), then I can play civ2civ3 rules without the assertion error, no matter if

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-12 Thread David Fernandez
Follow-up Comment #13, bug #19899 (project freeciv): I confirm this patch fixes the wrong AI behavior that I reported. Thank you very much. ___ Reply to this item at: http://gna.org/bugs/?19899

[Freeciv-Dev] [bug #19933] civ2civ3 ruleset missing irrigation

2012-07-12 Thread David Fernandez
URL: http://gna.org/bugs/?19933 Summary: civ2civ3 ruleset missing irrigation Project: Freeciv Submitted by: bardo Submitted on: vie 13 jul 2012 03:44:43 GMT Category: rulesets Severity: 3 - Normal

[Freeciv-Dev] [bug #19925] 'ai-settler-tdc_hash != ((void *)0)' failed.

2012-07-13 Thread David Fernandez
Follow-up Comment #4, bug #19925 (project freeciv): ah, ok, then it seems something related to my installation. When I try to build with --enable-debug, I get this error: ... luascript_signal.c: In function ‘luascript_signal_create_valist’: luascript_signal.c:232: warning: passing argument 2 of

[Freeciv-Dev] [bug #19946] Déjà vu unit movement animation in client

2012-07-27 Thread David Fernandez
Follow-up Comment #1, bug #19946 (project freeciv): I have also seen it for long time, I hope someone can fix it. ___ Reply to this item at: http://gna.org/bugs/?19946 ___ Mensaje enviado

[Freeciv-Dev] [bug #19977] Range of trademindist 1-999 is too big for network packet format (UINT8)

2012-07-27 Thread David Fernandez
Follow-up Comment #3, bug #19977 (project freeciv): The intention by using this high number was, as cazfi said, to dissable national trade routes while keeping inter-national routes enabled. In civ2civ3 it is harder to produce trade than in default rules, and national trade routes would be

[Freeciv-Dev] [bug #20029] Cimpletoon missing civ2civ3 units

2012-08-05 Thread David Fernandez
Follow-up Comment #1, bug #20029 (project freeciv): I have seen a custom icon for migrants in other rulesets (named u.refugee as you say), for example the ones used in Longturn, and that is the main reason I included them in civ2civ3. About Geoengineers, I don't think it is worth to create a new

[Freeciv-Dev] [bug #20030] Amplio2 missing Geoengineer gfx

2012-08-05 Thread David Fernandez
Follow-up Comment #1, bug #20030 (project freeciv): Related to bug #20029 The only other missing gfx in civ2civ3, that I know, are the 3 new wonders: Temple of Artemis, Statue of Zeus and Mausoleum of Mausolos. All them currently using The Oracle icon.

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-09 Thread David Fernandez
URL: http://gna.org/bugs/?20045 Summary: assertion failed with civ2civ3 over S2_4 Project: Freeciv Submitted by: bardo Submitted on: vie 10 ago 2012 02:03:47 GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-10 Thread David Fernandez
Follow-up Comment #2, bug #20045 (project freeciv): Are these the settings you used? Yes, with those settings my games always end crashing around turn 100 to 150. Actually, the savegame I uploaded always crashes to me when I end the turn. It is an autosave from a game that I was playing under AI

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread David Fernandez
Follow-up Comment #3, bug #20045 (project freeciv): I'm still curious to know the reason of this error, even if it only happens to me. Else I'm not going to be able to test any freeciv version until there is a window installer. I have successfully installed the new v2.4 beta1 over ubuntu 9.04

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread David Fernandez
Follow-up Comment #9, bug #20045 (project freeciv): Right, it is client side error... Sorry I didn't realize it. - Minplayers setting set to 0 (I'm still curios of how you started the all-ai game when minplayers setting was not 0 - had you first human player that was then turned to ai?) Yes, I

[Freeciv-Dev] [bug #20057] Error when trying to compile with --enable-debug

2012-08-12 Thread David Fernandez
URL: http://gna.org/bugs/?20057 Summary: Error when trying to compile with --enable-debug Project: Freeciv Submitted by: bardo Submitted on: dom 12 ago 2012 17:30:08 GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread David Fernandez
Follow-up Comment #11, bug #20045 (project freeciv): Can you test if this asserts for you? When I launch your .serv (that includes set timeout -1), it seems to work even without debug enabled, and I do get the assertion error in the client. You could start server with -d 3 and read output after

[Freeciv-Dev] [bug #20062] Possible bug in ai_manage_taxes (aihand.c)

2012-08-13 Thread David Fernandez
URL: http://gna.org/bugs/?20062 Summary: Possible bug in ai_manage_taxes (aihand.c) Project: Freeciv Submitted by: bardo Submitted on: lun 13 ago 2012 16:07:26 GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #20062] Possible bug in ai_manage_taxes (aihand.c)

2012-08-13 Thread David Fernandez
Follow-up Comment #1, bug #20062 (project freeciv): Oh, my fault, this was not the bug. I still think there is a bug somewhere in this function and I'll keep searching, but you could remove this ticket for now. Sorry. ___ Reply to this

[Freeciv-Dev] [bug #20062] Possible bug in ai_manage_taxes (aihand.c)

2012-08-13 Thread David Fernandez
Follow-up Comment #2, bug #20062 (project freeciv): Let me another guess... this time I'm almost sure it is a bug, now I think I fully understand the related code. In function ai_manage_taxes, the variable rate_sci_balance keeps a non valid value = -1 if game.info.tech_upkeep_style == 0 (default

[Freeciv-Dev] [bug #20062] Possible bug in ai_manage_taxes (aihand.c)

2012-08-13 Thread David Fernandez
Follow-up Comment #3, bug #20062 (project freeciv): I catched a savegame, played with civ2civ3 rules over v2.4 beta1, where English nation loses buildings/units due to low funds, and the AI keeps taxes to 60% science and 40% gold. aihand.c code seems designed so AI sets the taxes to 90% gold in

[Freeciv-Dev] [bug #19589] New tech upkeep style

2012-08-13 Thread David Fernandez
Follow-up Comment #1, bug #19589 (project freeciv): I'm trying to implement this idea, it simply needs one extra line at the end of tech_upkeep_calc() to multiply by number of cities owned by the player. Could some coder please tell where can I get this value? tech_bulb_sum *=

[Freeciv-Dev] [bug #20063] wrong tech upkeep when tech_cost_style = 2 or 4

2012-08-13 Thread David Fernandez
URL: http://gna.org/bugs/?20063 Summary: wrong tech upkeep when tech_cost_style = 2 or 4 Project: Freeciv Submitted by: bardo Submitted on: mar 14 ago 2012 01:46:04 GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #19589] New tech upkeep style

2012-08-14 Thread David Fernandez
Follow-up Comment #2, bug #19589 (project freeciv): I attach a patch to add this feature. Old formula was tech_upkeep = Cost of all Techs researched / tech_upkeep_divider - Tech_Upkeep_Free My suggested formula is: tech_upkeep = Cost of all Techs researched / tech_upkeep_divider * ( 1 +

[Freeciv-Dev] [bug #20062] Possible bug in ai_manage_taxes (aihand.c)

2012-08-16 Thread David Fernandez
Follow-up Comment #4, bug #20062 (project freeciv): I finally catched a savegame with default rules where the AI loses a building due to low funds, while keeping the taxes to 70% science. To recreate: 1- beta1 v2.4 with default rules, load savegame and start (Apaches) 3- /aitoggle 4- /set

[Freeciv-Dev] [bug #20062] Possible bug in ai_manage_taxes (aihand.c)

2012-08-16 Thread David Fernandez
Follow-up Comment #6, bug #20062 (project freeciv): Good point, then my fix may not be an improvement. But the code still looks buggy to me and should be fixed one way or the other. Currently, in the same situation (with no tech upkeep), the AI could act different if tech_upkeep_style == 1

[Freeciv-Dev] [bug #20057] Error when trying to compile with --enable-debug

2012-08-27 Thread David Fernandez
Follow-up Comment #5, bug #20057 (project freeciv): Your patch fixes the reported error, thank you. But now I get a different error: trunk: cc1: warnings being treated as errors map.c: In function ‘startpos_iter_init’: map.c:1608: warning: type-punning to incomplete type might break

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-27 Thread David Fernandez
Follow-up Comment #14, bug #20045 (project freeciv): I'm afraid it keeps failing with the same error. I tested S_4 r21843 that includes the mentioned patch. The error appears when I reload the savegame posted here, and also when I start a new clean game. 1: in unit_virtual_destroy()

[Freeciv-Dev] [patch #3545] Max_Trade_Routes for civ2civ3 ruleset

2012-11-11 Thread David Fernandez
Follow-up Comment #1, patch #3545 (project freeciv): Thank you for keep updating the civ2civ3 ruleset. I'm sort of time now to play freeciv, but I plan to come back before the next release, to check the latest changes and test this ruleset again. Send me a mail if you think I can help with

[Freeciv-Dev] [bug #20063] wrong tech upkeep when tech_cost_style = 2 or 4

2013-01-19 Thread David Fernandez
Follow-up Comment #6, bug #20063 (project freeciv): I'd thank if you could disable the tech upkeep in both versions of the modpack (2.3 and 2.4). The current LT31 game is using civ2-3 rules. I was waiting for some more feedback to create a new patch for v2.3.3 (or 2.3.4). Then I'd like to test

[Freeciv-Dev] [bug #20063] wrong tech upkeep when tech_cost_style = 2 or 4

2013-02-16 Thread David Fernandez
Follow-up Comment #8, bug #20063 (project freeciv): Thank you. ___ Reply to this item at: http://gna.org/bugs/?20063 ___ Mensaje enviado vía/por Gna! http://gna.org/

[Freeciv-Dev] [bug #20879] Units supported by food killed due to starvation even when free of upkeep

2013-06-09 Thread David Fernandez
URL: http://gna.org/bugs/?20879 Summary: Units supported by food killed due to starvation even when free of upkeep Project: Freeciv Submitted by: bardo Submitted on: dom 09 jun 2013 10:32:16 GMT Category: None

[Freeciv-Dev] [bug #20880] Civil war triggered without capital being conquered

2013-06-09 Thread David Fernandez
URL: http://gna.org/bugs/?20880 Summary: Civil war triggered without capital being conquered Project: Freeciv Submitted by: bardo Submitted on: dom 09 jun 2013 10:50:19 GMT Category: None Severity: 3 -

[Freeciv-Dev] [patch #3940] civ2civ3 ruleset update

2013-06-14 Thread David Fernandez
URL: http://gna.org/patch/?3940 Summary: civ2civ3 ruleset update Project: Freeciv Submitted by: bardo Submitted on: vie 14 jun 2013 12:28:27 GMT Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [patch #3941] Building obsolescense requirement vector

2013-06-19 Thread David Fernandez
Follow-up Comment #1, patch #3941 (project freeciv): I was interested to make Great wonders obsolete by techs with range Player (instead of default World). I guess it will possible with this patch, thank you. ___ Reply to this item at:

[Freeciv-Dev] [patch #3960] Remove multiplication by 3 from base_assess_defense_unit()

2013-06-26 Thread David Fernandez
Follow-up Comment #1, patch #3960 (project freeciv): Is this x3 defense also taken into account when the AI evaluates whether to attack a city? The other day I saw with a diplomat 40 cavalry units in an enemy city that were in range to attack my city defended by 3 riflemen (with walls in plains),

[Freeciv-Dev] [bug #20945] If Occupychance=100, units waste 2 movement points per attack

2013-07-04 Thread David Fernandez
URL: http://gna.org/bugs/?20945 Summary: If Occupychance=100, units waste 2 movement points per attack Project: Freeciv Submitted by: bardo Submitted on: jue 04 jul 2013 16:38:04 GMT Category: rulesets

[Freeciv-Dev] [bug #20945] If Occupychance=100, units waste 2 movement points per attack

2013-07-04 Thread David Fernandez
Follow-up Comment #2, bug #20945 (project freeciv): I agree, what you describe is exactly how it works in civ3. ___ Reply to this item at: http://gna.org/bugs/?20945 ___ Mensaje enviado

[Freeciv-Dev] [bug #19589] New tech upkeep style

2013-10-29 Thread David Fernandez
Follow-up Comment #3, bug #19589 (project freeciv): This new tech upkeep style would be very useful for the ruleset civ2civ3 that will be included with v2.5. Cazfi, if you are around, do you think it would be possible to include this new style in future versions, please?

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-29 Thread David Fernandez
URL: http://gna.org/bugs/?21239 Summary: Optional rule: Penalty to attack due to ZoC Project: Freeciv Submitted by: bardo Submitted on: mar 29 oct 2013 11:25:47 GMT Category: rulesets Severity: 1 - Wish

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-29 Thread David Fernandez
Follow-up Comment #1, bug #21239 (project freeciv): A similar rule easier to implement would be: do not allow to attack a tile where the unit can not move due to ZoC effect This way the limitation caused by ZoC would be the same for movement and attack. I personally prefer a customizable

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-29 Thread David Fernandez
Follow-up Comment #2, bug #21239 (project freeciv): There is a mistake in previous post... sorry. It must be possible to attack, but with a penalty. I'd rewrite it to: When a unit attacks a tile where it can not move due to ZoC effect, the defender gets a bonus to defense (for example +100%)

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Fernandez
Follow-up Comment #4, bug #21239 (project freeciv): I did not explain properly the first verion. I'll use your question about the surrounded warrior to try to clarify both versions. version 1)Penalty when a unit adjacent to an enemy unit attacks any other tile. version 2) Penalty when a unit

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Fernandez
Follow-up Comment #6, bug #21239 (project freeciv): Attached image with visual example. Green line: normal attack Red line: ZoC penalized attack Blue line: varies from v1 to v2 (isolated unit always attacked without penalty in v2) I do not know how this rule would affect the AI, but it already

[Freeciv-Dev] [bug #21242] AI does not build spaceship on classic ruleset

2013-10-31 Thread David Fernandez
Follow-up Comment #4, bug #21242 (project freeciv): From my tests with v2.3, the AI builds spaceship components if the requeriments are already in the city, but AI does not seem to build those requeriments with the only purpose of launching the spaceship. In my ruleset the requirements to build

[Freeciv-Dev] [bug #21320] AI do not adjust taxes to avoid losing buildings or units due to low funds

2013-12-02 Thread David Fernandez
URL: http://gna.org/bugs/?21320 Summary: AI do not adjust taxes to avoid losing buildings or units due to low funds Project: Freeciv Submitted by: bardo Submitted on: lun 02 dic 2013 08:33:06 GMT Category: ai

[Freeciv-Dev] [bug #21320] AI do not adjust taxes to avoid losing buildings or units due to low funds

2013-12-02 Thread David Fernandez
Follow-up Comment #1, bug #21320 (project freeciv): This bug is related to bug #20062, where I placed a savegame for default ruleset and version 2.4beta1. In that bug, I noticed that AI is coded to maximize the science when it can't avoid the bankrupt by maximizing the taxes. In this new

[Freeciv-Dev] [bug #19589] New tech upkeep style

2014-01-06 Thread David Fernandez
Follow-up Comment #5, bug #19589 (project freeciv): I do not see it unrealistic if you think of tech upkeep as the bulbs needed to keep the same technology level in every of your cities. When you discover a primitive tribe, you automatically are allowed to build your best units and buildings in

[Freeciv-Dev] [bug #19589] New tech upkeep style

2014-01-06 Thread David Fernandez
Follow-up Comment #6, bug #19589 (project freeciv): ...The bulb production of a city would be used first to tech the known technologies to their citizens (tech upkeep), and only the surplus will be used to learn new technologies based on those techs (research). In the current system, every

[Freeciv-Dev] [bug #19589] New tech upkeep style

2014-01-21 Thread David Fernandez
Follow-up Comment #10, bug #19589 (project freeciv): I have tested the patch over S2_5 and it seems to work as expected. I noticed only one minor problem: when a new city is built or destroyed, the tech upkeep value showed in the research window is not updated until the end of turn. Thank you

[Freeciv-Dev] [bug #19589] New tech upkeep style

2014-01-28 Thread David Fernandez
Follow-up Comment #13, bug #19589 (project freeciv): Testing S2_5 (rev 24279) with Tech upkeep = Cities, it sometimes appear the error message: Trying to put -29 into 16 bits being -29 (in this example) the bulbs produced per turn after taking the tech upkeep into account. The game continues

[Freeciv-Dev] [bug #21559] mines over tundra (available in civ2civ3) not showed in map

2014-01-29 Thread David Fernandez
URL: http://gna.org/bugs/?21559 Summary: mines over tundra (available in civ2civ3) not showed in map Project: Freeciv Submitted by: bardo Submitted on: mié 29 ene 2014 23:16:49 GMT Category: art Severity:

[Freeciv-Dev] [bug #21559] mines over tundra (available in civ2civ3) not showed in map

2014-01-30 Thread David Fernandez
Follow-up Comment #2, bug #21559 (project freeciv): You are right, I tested it with S2_5. I'm glad it is fixed in Trunk. ___ Reply to this item at: http://gna.org/bugs/?21559 ___ Mensaje

[Freeciv-Dev] [patch #4460] civ2civ3 ruleset update to v6

2014-01-31 Thread David Fernandez
URL: http://gna.org/patch/?4460 Summary: civ2civ3 ruleset update to v6 Project: Freeciv Submitted by: bardo Submitted on: vie 31 ene 2014 17:04:40 GMT Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [patch #4460] civ2civ3 ruleset update to v6

2014-02-01 Thread David Fernandez
Follow-up Comment #2, patch #4460 (project freeciv): Hi Davide. I already included in this patch your fix to research lab description. I'll add the info about mfg plant for next patch. It seems you are using for Greatturn-08 what we called v2.4-4, the same rules present in this repository (for

[Freeciv-Dev] [patch #4460] civ2civ3 ruleset update to v6

2014-02-01 Thread David Fernandez
Follow-up Comment #4, patch #4460 (project freeciv): I understand what you say, and I'm here in part to learn the procedures you use to develop freeciv. But it is hard for me to find the best way to procedure when I have to work on so many versions of the ruleset, when only the latest one is

[Freeciv-Dev] [patch #4460] civ2civ3 ruleset update to v6

2014-02-02 Thread David Fernandez
Follow-up Comment #8, patch #4460 (project freeciv): Thank you cazfi. I uploaded a .zip here instead of a diff patch because I wanted to know the opinion of the developers about the changes, and as you have explained, to know the best procedure to include them in the trunk. My next planned step

[Freeciv-Dev] [patch #4460] civ2civ3 ruleset update to v6

2014-02-03 Thread David Fernandez
Follow-up Comment #9, patch #4460 (project freeciv): Patch for S2_5 is correct. Patch for TRUNK only misses the change to description of mausoleum. I attach the fix as a diff patch: Civ2civ3v6-fix1.patch Please tell me if this is the right way to create patches, becuse I have noticed your

[Freeciv-Dev] [patch #4460] civ2civ3 ruleset update to v6

2014-02-03 Thread David Fernandez
Follow-up Comment #11, patch #4460 (project freeciv): I see there is no contradiction, I understand that you requested one ticket (not just one patch) per logical change. I remade the whole patch including the fix, then I noticed the result was so different from your patch, that I decided to

[Freeciv-Dev] [patch #4460] civ2civ3 ruleset update to v6

2014-02-03 Thread David Fernandez
Follow-up Comment #12, patch #4460 (project freeciv): Let me clarify that the readme inside the patch is correct, no need to change it. I just wanted to update the info of this ticket Changes: - Enabled Tech Upkeep, and multiplied by number of Cities. - If a city supports more Military Units

[Freeciv-Dev] [bug #21623] techs lost due to tech upkeep

2014-02-10 Thread David Fernandez
Follow-up Comment #3, bug #21623 (project freeciv): I like your solution. I'll try to test the patch. ___ Reply to this item at: http://gna.org/bugs/?21623 ___ Mensaje enviado vía/por Gna!

[Freeciv-Dev] [bug #21623] techs lost due to tech upkeep

2014-02-10 Thread David Fernandez
Follow-up Comment #4, bug #21623 (project freeciv): I have been testing this patch a bit with civ2civ3 rules (tech_cost_style = 2, tech_leakage = 1, tech_upkeep_style = Cities) and it seems to work right: - I tested different values for techlossrestore (-1, 0, 50, 100) and the bulbs restored by

[Freeciv-Dev] [bug #21637] civ2civ3 rules: enabled loss of techs

2014-02-10 Thread David Fernandez
URL: http://gna.org/bugs/?21637 Summary: civ2civ3 rules: enabled loss of techs Project: Freeciv Submitted by: bardo Submitted on: mar 11 feb 2014 06:08:49 UTC Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #21637] civ2civ3 rules: enabled loss of techs

2014-02-10 Thread David Fernandez
Follow-up Comment #1, bug #21637 (project freeciv): This patch requires the patch for bug #21623 (because I included the server setting techlossrestore) ___ Reply to this item at: http://gna.org/bugs/?21637

[Freeciv-Dev] [bug #21637] civ2civ3 rules: enabled loss of techs

2014-02-11 Thread David Fernandez
Follow-up Comment #3, bug #21637 (project freeciv): ok, thank you. ___ Reply to this item at: http://gna.org/bugs/?21637 ___ Mensaje enviado vía/por Gna! http://gna.org/

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
URL: http://gna.org/bugs/?21640 Summary: AI set taxes 0% to luxury, and 0% science, in wrong situations Project: Freeciv Submitted by: bardo Submitted on: mié 12 feb 2014 02:48:44 UTC Category: ai

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
Follow-up Comment #1, bug #21640 (project freeciv): I found the cause, and it is not a bug, but a bad design, imho. It is related to this code inside aihand.c /* Put the remaining to tax or science. */ if (!adv_wants_science(pplayer) || dai_on_war_footing(ait, pplayer)) {

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
Follow-up Comment #2, bug #21640 (project freeciv): I found the cause, and it is not a bug, but a bad design, imho. It is related to this code inside aihand.c /* Put the remaining to tax or science. */ if (!adv_wants_science(pplayer) || dai_on_war_footing(ait, pplayer)) {

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