[Freeciv-Dev] [bug #13654] [patch] Help for Research Lab implies that University not required

2009-06-08 Thread Jacob Nevins
URL: Summary: [patch] Help for Research Lab implies that University not required Project: Freeciv Submitted by: jtn Submitted on: Monday 06/08/2009 at 21:55 Category: None Seve

[Freeciv-Dev] [bug #13653] [patch] Help for Research Lab implies that University not required

2009-06-08 Thread Jacob Nevins
Follow-up Comment #1, bug #13653 (project freeciv): Gah, I screwed up. Can someone mark this as a duplicate of #13654 (which has the actual attachment)? Sorry. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #13654] [patch] Help for Research Lab implies that University not required

2009-06-13 Thread Jacob Nevins
Follow-up Comment #3, bug #13654 (project freeciv): (Previous comment was me.) Attached a patch against S2_1 which updates Stock Exchange help (benefit is only 50%, not 100% as I said, as Bank by itself has no effect.) The bug name should be changed, but I don't think I can do it. (file #5950)

[Freeciv-Dev] [bug #19344] settled area calculation includes occupied-but-not-worked tiles within city radius

2012-06-24 Thread Jacob Nevins
Update of bug #19344 (project freeciv): Summary:settled area => settled area calculation includes occupied-but-not-worked tiles within city radius ___ Follow-up Comment #1: It's been this way since at least r11

[Freeciv-Dev] [bug #19304] Double Vision with a small map

2012-06-24 Thread Jacob Nevins
Update of bug #19304 (project freeciv): Status:None => Need Info ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #19344] settled area calculation includes occupied-but-not-worked tiles within city radius

2012-06-24 Thread Jacob Nevins
Update of bug #19344 (project freeciv): Status:None => Need Info ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #19646] Typos in nation legends

2012-06-24 Thread Jacob Nevins
Update of bug #19646 (project freeciv): Status: Ready For Test => Need Info ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [patch #2024] Jamaican nation

2012-06-24 Thread Jacob Nevins
Follow-up Comment #7, patch #2024 (project freeciv): Thanks! ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #19850] Move diplomat/spy veteran effects to ruleset

2012-06-24 Thread Jacob Nevins
URL: Summary: Move diplomat/spy veteran effects to ruleset Project: Freeciv Submitted by: jtn Submitted on: Sun Jun 24 18:39:51 2012 Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #19850] Move diplomat/spy veteran effects to ruleset

2012-06-24 Thread Jacob Nevins
Follow-up Comment #1, bug #19850 (project freeciv): (The fun bit) We'd also get to give the veteran ranks custom names instead of green/veteran/hardened/elite. For diplomats, there are some handy standardised systems of diplomatic rank . We can steal

[Freeciv-Dev] [bug #19850] Move diplomat/spy veteran effects to ruleset

2012-06-24 Thread Jacob Nevins
Follow-up Comment #2, bug #19850 (project freeciv): Let's say we just replace the linear effect of veteran level in diplomat_success_vs_defender() with power_fact in a simple-minded way. To replicate the S2_3 default ruleset behaviour I think you'd need these ruleset declarations (untested): ve

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-24 Thread Jacob Nevins
Update of patch #3325 (project freeciv): Status:None => Ready For Test ___ Reply to this item at: ___ Message sen

[Freeciv-Dev] [patch #2348] [veteran03] redo calculation of spy/diplomat chances

2012-06-24 Thread Jacob Nevins
Follow-up Comment #2, patch #2348 (project freeciv): I must admit, I don't much care for this new formula; it seems somewhat arbitrary to mix numeric veteran level with power_fact. In bug #19850 I'm suggesting just taking the spy/diplomat veteran influence from the ruleset for 2.4.0.

[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems

2012-06-24 Thread Jacob Nevins
Follow-up Comment #3, bug #19818 (project freeciv): Angelo Locritani (alocritani@gna) already spotted the first problem last March (bug #17886)... ___ Reply to this item at: _

[Freeciv-Dev] [bug #17886] Workers in experimental ruleset have veteran levels but NoVeteran flag

2012-06-24 Thread Jacob Nevins
Update of bug #17886 (project freeciv): Status:None => Duplicate Open/Closed:Open => Closed Summary: Workers in experimental ruleset => Workers in experimental ruleset have vetera

[Freeciv-Dev] [bug #19851] Help: not enough info on unit veteran levels

2012-06-24 Thread Jacob Nevins
URL: Summary: Help: not enough info on unit veteran levels Project: Freeciv Submitted by: jtn Submitted on: Sun Jun 24 19:55:08 2012 Category: docs Severity: 3 - Normal

[Freeciv-Dev] [bug #19253] unit_bribe_cost veteran contribution looks wrong

2012-06-24 Thread Jacob Nevins
Update of bug #19253 (project freeciv): Summary: Bug in unit_bribe_cost => unit_bribe_cost veteran contribution looks wrong ___ Follow-up Comment #3: > Without investigating version history more, I'm not sure if > this h

[Freeciv-Dev] [bug #18816] When you lose a technology, cities check doesn't count on upgradable productions

2012-06-24 Thread Jacob Nevins
Follow-up Comment #5, bug #18816 (project freeciv): OK, here's what I guess is going on here. (Sorry if you'd worked this out; I finally got there.) * You had a bunch of cities building Caravans. * You got The Corporation. You won't be able to direct new cities to build Caravans, but the existing

[Freeciv-Dev] [bug #18787] Is build_landarea_map() overused with calc_civ_score?

2012-06-24 Thread Jacob Nevins
Follow-up Comment #1, bug #18787 (project freeciv): I concur. I think the answer is probably to rename calc_civ_score() to calc_civ_scores() and move the player iteration inside it. (The structure of the code now in build_landarea_map() used to look quite different; see r11136

[Freeciv-Dev] [bug #18787] Is build_landarea_map() overused with calc_civ_score?

2012-06-24 Thread Jacob Nevins
Update of bug #18787 (project freeciv): Severity: 3 - Normal => 2 - Minor ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #18760] Pregame window size is too small on first run

2012-06-24 Thread Jacob Nevins
Update of bug #18760 (project freeciv): Summary: Window size is too small on first run => Pregame window size is too small on first run ___ Follow-up Comment #1: Yes, I run into this with the pregame (player list) screen t

[Freeciv-Dev] [bug #18733] fix AI handling of plague (health)

2012-06-24 Thread Jacob Nevins
Update of bug #18733 (project freeciv): Category:None => ai ___ Reply to this item at: ___ Message sent

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

2012-06-24 Thread Jacob Nevins
Follow-up Comment #7, bug #18717 (project freeciv): On freeciv-dev Michal replies: "A city with a warrior inside would have full vision radius. An empty city sees less." ___ Rep

[Freeciv-Dev] [bug #19852] Multiplayer ruleset: can get free techs from Darwin's Voyage multiple times

2012-06-24 Thread Jacob Nevins
URL: Summary: Multiplayer ruleset: can get free techs from Darwin's Voyage multiple times Project: Freeciv Submitted by: jtn Submitted on: Sun Jun 24 21:41:17 2012 Category: None

[Freeciv-Dev] [bug #18658] Help: mbook's small wonders are treated as buildings

2012-06-24 Thread Jacob Nevins
Update of bug #18658 (project freeciv): Summary: mbooks little wonders are treated as buildings => Help: mbook's small wonders are treated as buildings ___ Reply to this item at: __

[Freeciv-Dev] [bug #18476] allow to load games without a map (i.e. tutorial)

2012-06-24 Thread Jacob Nevins
Follow-up Comment #2, bug #18476 (project freeciv): No objection from me -- I was thinking along the same lines. ___ Reply to this item at: ___ Message sent via/

[Freeciv-Dev] [bug #18432] The server crashes without an error message if anyone has a unit with move_rate = 0

2012-06-24 Thread Jacob Nevins
Update of bug #18432 (project freeciv): Status:None => Need Info ___ Follow-up Comment #1: I couldn't reproduce this as reported; I wound back to S2_4 r20006, changed the default ruleset

[Freeciv-Dev] [bug #18420] The Wiki entry for SVN does not mention 2.3

2012-06-24 Thread Jacob Nevins
Update of bug #18420 (project freeciv): Status:None => Wont Fix Open/Closed:Open => Closed ___ Follow-up Comment #3: Going to close this

[Freeciv-Dev] [bug #18254] Server ignores input when run in screen

2012-06-24 Thread Jacob Nevins
Follow-up Comment #4, bug #18254 (project freeciv): I've only been able to provoke this message by typing Ctrl-D at the server prompt. I couldn't provoke it by just hitting Return, or by putting blank lines in .serv files. ___ Reply to this

[Freeciv-Dev] [bug #18085] River and Map Format

2012-06-24 Thread Jacob Nevins
Update of bug #18085 (project freeciv): Status:None => Invalid Open/Closed:Open => Closed ___ Follow-up Comment #10: Doesn't seem any p

[Freeciv-Dev] [bug #18041] when fogged, border change more than it should

2012-06-24 Thread Jacob Nevins
Follow-up Comment #2, bug #18041 (project freeciv): > Same as bug #18588? If so, it wouldn't be reproducible from a savegame. And indeed, I can't reproduce it with 2.3.2 (which predates the fix for the above bug). @alocritani: can you look at the animated GIF attached to the other bug and confirm

[Freeciv-Dev] [bug #17960] wish: autoexplorers going back into a city

2012-06-24 Thread Jacob Nevins
Follow-up Comment #1, bug #17960 (project freeciv): > Also would be nice that autoexplorers move away quickly from > territory belonging to nations which you have armistice with, > similar to what requested by bug #14084. For the record since bug #14084 is now closed: I don't think the committed

[Freeciv-Dev] [bug #13943] Allow unit to choose which transport to load onto

2012-06-24 Thread Jacob Nevins
Follow-up Comment #3, bug #13943 (project freeciv): Detail from duplicate bug #17934: "If more than one transport is present when a unit is given the Load command, it will load into some [random?] transport. Please give the user a palette to choose from of available transports. It would be particu

[Freeciv-Dev] [bug #17934] Multiple Transports - Choice

2012-06-24 Thread Jacob Nevins
Update of bug #17934 (project freeciv): Status:None => Duplicate Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #17864] Map generation retry leads to map created with rivers (and huts) over ocean

2012-06-24 Thread Jacob Nevins
Update of bug #17864 (project freeciv): Status:None => Confirmed Planned Release: => 2.4.0,2.5.0 Summary: map created with rivers (and huts) over ocean => Map generation retry leads to

[Freeciv-Dev] [bug #17824] in fill_grid_sprite_array() [tilespec.c::4211]: assertion 't->sprites.player[plrid].grid_borders [pedge->type][1] != NUL

2012-06-24 Thread Jacob Nevins
Update of bug #17824 (project freeciv): Summary: tilespec.c assertion failed => in fill_grid_sprite_array() [tilespec.c::4211]: assertion 't->sprites.player[plrid].grid_borders [pedge->type][1] != NUL ___ Follow-up Comment

[Freeciv-Dev] [bug #17801] Freeciv Crashing on Ubuntu 10.10

2012-06-24 Thread Jacob Nevins
Follow-up Comment #2, bug #17801 (project freeciv): There's not really anything to go on in this bug report... will close as Invalid soon unless some new info appears. ___ Reply to this item at:

[Freeciv-Dev] [bug #17793] city_map_radius_sq_get() [../../common/city.c::132]: assertion 'pcity != ((void *)0)' failed.

2012-06-24 Thread Jacob Nevins
Update of bug #17793 (project freeciv): Planned Release: 2.3.0 => ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #16651] pseudo-fractal map generator can't be used with different startpos options (other than default=0)

2012-06-24 Thread Jacob Nevins
Follow-up Comment #2, bug #16651 (project freeciv): I just tried this on the head of S2_4, and the result I got looked like it came from the FRACTAL rather than RANDOM generator (more raggedy edges). However: the number of islands the generator generates can depend on the startpos setting. For FR

[Freeciv-Dev] [bug #16684] Possible Bug using Island generator

2012-06-24 Thread Jacob Nevins
Follow-up Comment #4, bug #16684 (project freeciv): Original report has generator=ISLANDS + startpos=SINGLE generating different-looking maps to startpos=VARIABLE. That the behaviour is different appears to be deliberate in the code; for ISLANDS, simply calls a different generator function dependi

[Freeciv-Dev] [bug #17753] Startpos ALL with generator RANDOM and ISLAND

2012-06-24 Thread Jacob Nevins
Follow-up Comment #1, bug #17753 (project freeciv): Still seems true with default settings. Falling back from what you asked for in terms of startpos (and in extreme cases, generator) is something that can happen; if the generators fail to produce a single island which the start position generato

[Freeciv-Dev] [bug #17737] killunhomed server option is unusable

2012-06-24 Thread Jacob Nevins
Follow-up Comment #6, bug #17737 (project freeciv): Soo... killunhomed was originally designed to dispatch initial units, and that's what this ticket was complaining about. So, clearly not everyone thinks it's unusable as-is :) There's also a digression(?) about the new(ish) "capture" feature and

[Freeciv-Dev] [bug #17733] ToAlliesOnly toggle button doesn't appear for client-started game

2012-06-24 Thread Jacob Nevins
Update of bug #17733 (project freeciv): Summary: ToAlliesOnly toggle button's appearance => ToAlliesOnly toggle button doesn't appear for client-started game ___ Follow-up Comment #2: Yes, this is deliberate behaviour. Cl

[Freeciv-Dev] [bug #17729] More players and nations in scenarios

2012-06-24 Thread Jacob Nevins
Update of bug #17729 (project freeciv): Severity: 3 - Normal => 1 - Wish ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #17680] assertion 'vsystem->levels > level' failed

2012-06-24 Thread Jacob Nevins
Update of bug #17680 (project freeciv): Planned Release: => 2.4.0,2.5.0 ___ Follow-up Comment #2: This is/was probably in new veteran code, so setting 2.4.0 target. (Despite the fact that there

[Freeciv-Dev] [bug #17658] Translate msgid "freeciv 2.3.0"

2012-06-24 Thread Jacob Nevins
Update of bug #17658 (project freeciv): Planned Release: => 2.5.0 ___ Follow-up Comment #6: This should be moot now, as the "saveversion" option has been removed from trunk in patch #3188.

[Freeciv-Dev] [bug #17636] failure to load

2012-06-24 Thread Jacob Nevins
Follow-up Comment #1, bug #17636 (project freeciv): It's been a long time, but I don't suppose you still have the savefile? If so, could you attach it here? Otherwise, we'll never know, but I'd guess that the savefile ended up truncated or corrupted. _

[Freeciv-Dev] [bug #17347] Incorrect numerical sort order in Cities report.

2012-06-24 Thread Jacob Nevins
Update of bug #17347 (project freeciv): Status: Need Info => Wont Fix Open/Closed:Open => Closed ___ Follow-up Comment #4: Pretty sure this wa

[Freeciv-Dev] [bug #16428] AI never builds bases

2012-06-25 Thread Jacob Nevins
Update of bug #16428 (project freeciv): Depends on: => patch #3341 ___ Follow-up Comment #1: Patch #3341 teaches the AI something about bases. But it sounds like it will only help with new

[Freeciv-Dev] [bug #19745] Player scores excessively high in this savefile

2012-06-25 Thread Jacob Nevins
Follow-up Comment #4, bug #19745 (project freeciv): > In theory we could try to fix old broken savegames by zeroing > future tech count if there's undiscovered techs left while > loading such a game. Can't that be a valid game state, now that techs can be lost? _

[Freeciv-Dev] [bug #18041] when fogged, border change more than it should

2012-06-25 Thread Jacob Nevins
Update of bug #18041 (project freeciv): Status:None => Duplicate Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #19837] Experimental ruleset Road: typo "built_time" in ruleset

2012-06-25 Thread Jacob Nevins
Update of bug #19837 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #19838] Player colours not loaded from savefile

2012-06-25 Thread Jacob Nevins
Update of bug #19838 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #19839] in server_player_set_color() [plrhand.c::1262]: assertion '!game_was_started( )' failed

2012-06-25 Thread Jacob Nevins
Update of bug #19839 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

Re: [Freeciv-Dev] Unexpected absence

2012-06-25 Thread Jacob Nevins
Marko Lindqvist writes: > On 24 June 2012 18:05, Marko Lindqvist wrote: >>  Motherboard breakage prevents me from doing any freeciv development >> for a while. > > My secondary machine powered up after some work after all. I should > be able to work with this, though not as efficiently. And I do

[Freeciv-Dev] [bug #19564] Spelling mistake "Unkown" in internal error messages

2012-06-26 Thread Jacob Nevins
Update of bug #19564 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #3286] Running the GTK version under W2000

2012-06-26 Thread Jacob Nevins
Follow-up Comment #5, patch #3286 (project freeciv): > I haven't checked what Glib versions our recent Windows > installers have shipped with It's reported on wiki that our latest Windows release, 2.3.2-win32-gtk2, suffers from this. So

[Freeciv-Dev] [task #7599] Windows packages for 2.4.0-beta1 (placeholder)

2012-06-26 Thread Jacob Nevins
Follow-up Comment #4, task #7599 (project freeciv): Oops, missed the other main reason I raised this bug: 6. Optional, but desired, dependency: SQLite . Patch #3287 will make this usable as a database backend (as an alternative to MySQL), and we'd very much like the Window

[Freeciv-Dev] [patch #3024] Inclusion of Alien World to freeciv svn

2012-06-26 Thread Jacob Nevins
Follow-up Comment #8, patch #3024 (project freeciv): > (how and where we should document AW?) Looks like most of aliendoc.tar.bz2 should fit in the online help? (Doubtless there will be some details that the auto-generated help doesn't catch -- there always are -- but we can look to iron those out

[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2012-06-26 Thread Jacob Nevins
Update of bug #16385 (project freeciv): Status: In Progress => Postponed ___ Follow-up Comment #11: I don't think I have anything worth looking at. If I ever pick this up again, I expect I'll be

[Freeciv-Dev] [bug #19854] Z key does not work

2012-06-26 Thread Jacob Nevins
Update of bug #19854 (project freeciv): Planned Release: => 2.4.0,2.5.0 ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] Metaserver (was: Unexpected absence)

2012-06-27 Thread Jacob Nevins
Marko Lindqvist writes: > Moving metaserver to less taxed server in near future would probably > be a good idea. Well, there's the virtual server that currently hosts name service. I don't know what sort of load that can handle, but it's not doing a huge amount right now (DNS and some trivial HTT

[Freeciv-Dev] [bug #19860] Typo in antarctican.ruleset: "Belgarno II"

2012-06-27 Thread Jacob Nevins
URL: Summary: Typo in antarctican.ruleset: "Belgarno II" Project: Freeciv Submitted by: jtn Submitted on: Wed Jun 27 21:58:59 2012 Category: rulesets Severity: 2 - Minor

[Freeciv-Dev] [bug #19860] Typo in antarctican.ruleset: "Belgarno II"

2012-06-27 Thread Jacob Nevins
Update of bug #19860 (project freeciv): Status: In Progress => Ready For Test ___ Additional Item Attachment: File name: trunk-S2_4-S2_3-belgarno.diff Size:0 KB

[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-06-27 Thread Jacob Nevins
Follow-up Comment #6, patch #3346 (project freeciv): > According to rules, player with highest score is the winner in > that case. Your patch does not seem to address that at all - it > doesn't touch the code that considers all alive players winners > except in case of spacerace victory. Bug #1

[Freeciv-Dev] [bug #17347] Incorrect numerical sort order in Cities report.

2012-06-29 Thread Jacob Nevins
Update of bug #17347 (project freeciv): Status:Wont Fix => Fixed ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #17304] Multiplayer ruleset: enable borders+foggedborders by default?

2012-06-29 Thread Jacob Nevins
Follow-up Comment #2, bug #17304 (project freeciv): This got stalled due to uncertainty over whether borders=SEE_INSIDE is a good idea for a default (see bug #17301). What would Longturn do? ___ Reply to this item at:

[Freeciv-Dev] [bug #17301] Experimental ruleset enables 'foggedborders' without borders=SEE_INSIDE

2012-06-29 Thread Jacob Nevins
Follow-up Comment #6, bug #17301 (project freeciv): > why is it that some borders are permanently visible while > others are ephemeral and will disappear from the map when > fogged? This behavior seems to be random. So, this was probably bug #18588. The last few comments are a digression on that

[Freeciv-Dev] [patch #3027] libicu

2012-06-29 Thread Jacob Nevins
Follow-up Comment #1, patch #3027 (project freeciv): In some ways it would be a lot easier if the internal character set could be relied on to be UTF-8. For instance I know of portable code to fix bug #17289 without introducing platform dependencies, but only assuming UTF-8. Right now I think I ha

[Freeciv-Dev] [bug #17289] Fixed-width tables look bad with wide characters

2012-06-29 Thread Jacob Nevins
Follow-up Comment #1, bug #17289 (project freeciv): This would be a lot easier if we could assume the internal character set was UTF-8. Cf patch #3027. ___ Reply to this item at:

[Freeciv-Dev] [bug #19860] Typo in antarctican.ruleset: "Belgarno II"

2012-06-29 Thread Jacob Nevins
Update of bug #19860 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #18754] Unit context menu in city dialog too responsive

2012-06-29 Thread Jacob Nevins
Update of bug #18754 (project freeciv): Summary: Unit context menu too responsive => Unit context menu in city dialog too responsive ___ Reply to this item at: _

[Freeciv-Dev] [patch #3348] move unit popups in citydlg slightly

2012-06-29 Thread Jacob Nevins
Follow-up Comment #1, patch #3348 (project freeciv): I haven't tried this patch so don't know exactly what it does, but perhaps it will help with the user experience problem noted in bug #18754? ___ Reply to this item at:

[Freeciv-Dev] [bug #17221] multiple units on a tile: only see top to the left...

2012-06-29 Thread Jacob Nevins
Follow-up Comment #3, bug #17221 (project freeciv): I think this is a deliberate behaviour when "Arrange widgets for small displays" is set, to reduce the space taken up by the sidebar. Whether that setting should be the default is perhaps another matter.

[Freeciv-Dev] [bug #17216] Need to press 'ok' twice to load a game

2012-06-29 Thread Jacob Nevins
Follow-up Comment #1, bug #17216 (project freeciv): I don't recall seeing this. I can't reproduce it now, with head-of-S2_3 (r21391). For me, it takes a little while before anything much visible happens after pressing "OK" the first time, which is annoying, but stuff does happen eventually.

[Freeciv-Dev] [bug #17156] Governor settings saved only upon end of turn

2012-06-29 Thread Jacob Nevins
Follow-up Comment #1, bug #17156 (project freeciv): See also bug #18850. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #18850] changing only cma will not be saved

2012-06-29 Thread Jacob Nevins
Follow-up Comment #3, bug #18850 (project freeciv): See also bug #17156. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #17102] Restrictions on where settlers can build cities could be made clearer

2012-06-29 Thread Jacob Nevins
Follow-up Comment #10, bug #17102 (project freeciv): See also bug #16559 (wherein it's noted that client knowledge of city building restrictions is not perfect). ___ Reply to this item at: __

[Freeciv-Dev] [bug #16559] Display no-citybuilding area

2012-06-29 Thread Jacob Nevins
Follow-up Comment #3, bug #16559 (project freeciv): See also bug #17102 and bug #18763. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #16976] Certain ruler titles are applied inconsistently

2012-06-29 Thread Jacob Nevins
Follow-up Comment #2, bug #16976 (project freeciv): Quick look on trunk finds these instances: * (m/f) Bishop: usually Fundamentalism, but congolesebrazzaville uses for Monarchy * Duke/Duchess: usually Despotism, but sammarinese uses for Monarchy * %s Bey, which came up before here: evenly split b

[Freeciv-Dev] [bug #16976] Certain ruler titles are used for more than one government

2012-06-29 Thread Jacob Nevins
Update of bug #16976 (project freeciv): Summary: Certain ruler titles are applied inconsistently => Certain ruler titles are used for more than one government ___ Reply to this item at: ___

[Freeciv-Dev] [bug #19870] Sort out female qualifiers on leader names

2012-06-29 Thread Jacob Nevins
URL: Summary: Sort out female qualifiers on leader names Project: Freeciv Submitted by: jtn Submitted on: Fri Jun 29 21:51:42 2012 Category: rulesets Severity: 2 - Minor

[Freeciv-Dev] [bug #19870] Sort out female qualifiers on leader names

2012-06-29 Thread Jacob Nevins
Update of bug #19870 (project freeciv): Status: In Progress => Ready For Test ___ Additional Item Attachment: File name: trunk-S2_4-female-qualifiers.diff Size:9 KB File name: S2_3-female-qualifiers.d

[Freeciv-Dev] [bug #19871] Leader name female forms: Chairman vs Chairwoman/Chairperson, etc

2012-06-29 Thread Jacob Nevins
URL: Summary: Leader name female forms: Chairman vs Chairwoman/Chairperson, etc Project: Freeciv Submitted by: jtn Submitted on: Fri Jun 29 22:13:16 2012 Category: rulesets Seve

[Freeciv-Dev] [bug #19870] Sort out female qualifiers on leader names

2012-06-30 Thread Jacob Nevins
Follow-up Comment #1, bug #19870 (project freeciv): For future reference, the incantation I used to review this and related bugs was: egrep -i '"(anarchy|despotism|monarchy|republic|communism|democracy|fundamentalism)"' data/nation/*.ruleset | grep -v init_government | sort -k 3 That is, find

[Freeciv-Dev] [bug #16448] freeciv.org contact addresses bouncing

2012-06-30 Thread Jacob Nevins
Follow-up Comment #2, bug #16448 (project freeciv): Just for the record, freeciv.org no longer has any MX records, and the server running it does not run a mail server. (The whois for freeciv.org does not list any @freeciv.org contact addresses -- if there are still any advertised anywhere, we sho

[Freeciv-Dev] [bug #16417] Graphical glitches when FOW (graphically) turned off

2012-06-30 Thread Jacob Nevins
Update of bug #16417 (project freeciv): Status:None => Invalid Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #16338] DNS problems with freeciv.org

2012-06-30 Thread Jacob Nevins
Update of bug #16338 (project freeciv): Open/Closed:Open => Closed ___ Follow-up Comment #6: freeciv.org DNS and web redirection has completely changed since this ticket was raised. I'm not

[Freeciv-Dev] [bug #19874] Effects affecting cities can't depend on city tile properties

2012-06-30 Thread Jacob Nevins
URL: Summary: Effects affecting cities can't depend on city tile properties Project: Freeciv Submitted by: jtn Submitted on: Sat Jun 30 11:33:47 2012 Category: None Severity: 3

[Freeciv-Dev] [bug #16308] Great Wall doesn't protect allied units in owner's cities

2012-06-30 Thread Jacob Nevins
Update of bug #16308 (project freeciv): Summary: Great Wall protects wrong units => Great Wall doesn't protect allied units in owner's cities ___ Follow-up Comment #7: I've raised comment 5 separately as bug #19874. I have

[Freeciv-Dev] [bug #16288] poedit doesn't like freeciv.pot

2012-06-30 Thread Jacob Nevins
Follow-up Comment #4, bug #16288 (project freeciv): Hold on. For me at least, a freshly generated freeciv.pot starts like this: #, fuzzy msgid "" msgstr "" "Project-Id-Version: PACKAGE VERSIONn" "Report-Msgid-Bugs-To: n" "POT-Creation-Date: 2012-06-30 11:47+0100n" "PO-Revision-Date: YEAR-MO-DA H

[Freeciv-Dev] [bug #16255] Full-Screen Troubles

2012-06-30 Thread Jacob Nevins
Update of bug #16255 (project freeciv): Category: general => client-gtk-2.0 ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #15804] fix city map (variable city radii, sdl client)

2012-06-30 Thread Jacob Nevins
Update of bug #15804 (project freeciv): Severity: 3 - Normal => 4 - Important ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #15725] [Metaticket] Lua script security

2012-06-30 Thread Jacob Nevins
Update of bug #15725 (project freeciv): Status: In Progress => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #7: Closing as work got

[Freeciv-Dev] [bug #15595] Adding new categories

2012-06-30 Thread Jacob Nevins
Follow-up Comment #12, bug #15595 (project freeciv): Who has rights to wrangle Gna categories? I'm guessing "Project Admins": cazfi, dmarks, cproc? ___ Reply to this item at:

[Freeciv-Dev] [bug #16506] Option missing to disable ZOC imposed by units (e.g., Freight, Caravan)

2012-06-30 Thread Jacob Nevins
Update of bug #16506 (project freeciv): Priority: 1 - Later => 5 - Normal Summary: Option missing to disable ZOC imposed by units => Option missing to disable ZOC imposed by units (e.g., Freight, Caravan)

[Freeciv-Dev] [bug #15506] should caravan/freight really create ZOC?

2012-06-30 Thread Jacob Nevins
Update of bug #15506 (project freeciv): Status:None => Duplicate Open/Closed:Open => Closed ___ Follow-up Comment #1: Also covered in mor

[Freeciv-Dev] [bug #15502] Message truncated in page_conn_etype()!

2012-06-30 Thread Jacob Nevins
Update of bug #15502 (project freeciv): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #7: I think everything

[Freeciv-Dev] [bug #15441] xaw client, garbled graphics, unable to play the game at all

2012-06-30 Thread Jacob Nevins
Follow-up Comment #5, bug #15441 (project freeciv): "Garbled graphics" was dealt with under bug #18376, I think. Certainly it's been much better for me since then. "Unable to play the game at all"... less sure. I can usually get far enough with a separately-started server to test any changes I ma

[Freeciv-Dev] [bug #15340] useless "Suggest throttling growth ..." message if granary will be finished next turn

2012-06-30 Thread Jacob Nevins
Follow-up Comment #1, bug #15340 (project freeciv): Arguably that behaviour is a bug. The order things happen at turn end has often been complained about. See bug #14473 and the many bugs that refer to it. ___ Reply to this item at:

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