[Freeciv-Dev] [patch #4830] Multiplers to effects

2014-06-20 Thread Sławomir Lach
URL: http://gna.org/patch/?4830 Summary: Multiplers to effects Project: Freeciv Submitted by: lachu Submitted on: Fri 20 Jun 2014 02:01:18 PM UTC Category: rulesets Priority: 5 - Normal

[Freeciv-Dev] [patch #4830] Multiplers to effects

2014-06-20 Thread Sławomir Lach
Follow-up Comment #2, patch #4830 (project freeciv): Version of trunk the patch was prepared is 25144 To compile you must add multiplers.h and multiplers.c to common/Makefile.am ___ Reply to this item at: http://gna.org/patch/?4830

[Freeciv-Dev] [patch #4830] Multiplers to effects

2014-06-21 Thread Sławomir Lach
Follow-up Comment #4, patch #4830 (project freeciv): New version of patch. I decided to applying this patch before sending, but I don't know how to use patch program. I don't change one think. Still effects remember index to player table instead of pointer to multiplier structure. (file #21106)

[Freeciv-Dev] [patch #4830] Multiplers to effects

2014-06-21 Thread Sławomir Lach
Follow-up Comment #5, patch #4830 (project freeciv): What I saw using patch -p1 is that patch will create file in modified tree instead in original tree. ___ Reply to this item at: http://gna.org/patch/?4830

[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-06-28 Thread Sławomir Lach
Follow-up Comment #11, patch #4830 (project freeciv): Patch version, which adds multipliers to help dialog. Setting two variables in ruleset_free(game.c) to zero is needed for cleanup purposes. If we don't do that, then in special cases (for example ruleset was loaded many times) we can't load

[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-06-29 Thread Sławomir Lach
Follow-up Comment #13, patch #4830 (project freeciv): I think this is not yet ready for inclusion. There's missing save game and load game facilities. There's also AI code missing. ___ Reply to this item at: http://gna.org/patch/?4830

[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-06-29 Thread Sławomir Lach
Follow-up Comment #14, patch #4830 (project freeciv): I have fixed all typos and changed what you tell is to change. (file #21193) ___ Additional Item Attachment: File name: multipliers.patch Size:36 KB

[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-07-04 Thread Sławomir Lach
Follow-up Comment #17, patch #4830 (project freeciv): Added savegame/loadgame functionality. Still there's no AI code, but I'm not AI expert. I think the patch is ready for inclusion. (file #21272) ___ Additional Item Attachment: File

[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-07-09 Thread Sławomir Lach
Follow-up Comment #19, patch #4830 (project freeciv): 1. SDL client compiles 2. - New rules should be saved to ruleset in tools/ruledit/rulesave.c Saved to this file should be ruleset? ___ Reply to this item at:

[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-07-13 Thread Sławomir Lach
Follow-up Comment #21, patch #4830 (project freeciv): - The idea of multipliers should extends to different part of Freeciv, so it's not related only to governments - Changes to diff.ignore are removed - Weird changes to packets.def are removed - ai/default/daieffects.c does multiply value of

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-05 Thread Sławomir Lach
Follow-up Comment #4, patch #6104 (project freeciv): Had a quick look. I spotted some coding style issues. (See doc/CodingStyle) Don't use tabs. Why start the then and else blocks with an empty line? 1. My editor probably adds tabulators, thanks for information 2. It's because my adult

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-05 Thread Sławomir Lach
Follow-up Comment #5, patch #6104 (project freeciv): Hi again. I have repaired(I hope) all problems. New patch version also allows to escape into tile, where living only units of the same nation. The one problem is message about unit successfull escape isn't send to unit owner. I have looked at

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-11 Thread Sławomir Lach
Follow-up Comment #8, patch #6104 (project freeciv): I have prepared new patch/ Only one problem is I was didn't documented new flag, but I will document this flag tomorrow(I must ask somebody the documentation string is correct because my poor English). 1. ok variable was renamed to escape 2.

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-11 Thread Sławomir Lach
Follow-up Comment #9, patch #6104 (project freeciv): What about AI? Is AI taking in mind killstack option or not? ___ Reply to this item at: http://gna.org/patch/?6104 ___ Message sent

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-13 Thread Sławomir Lach
Follow-up Comment #11, patch #6104 (project freeciv): I have added documentation into units.ruleset file, where needed. I attached new patch. (file #24572) ___ Additional Item Attachment: File name: patch_escaping_for_units4 Size:10

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-05-30 Thread Sławomir Lach
URL: http://gna.org/patch/?6104 Summary: [Killstack] Patch allows unit to escape instead of been killed Project: Freeciv Submitted by: lachu Submitted on: Sat 30 May 2015 10:19:28 AM UTC Category: general

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-05 Thread Sławomir Lach
Follow-up Comment #17, patch #6104 (project freeciv): I modify patch file. I also attached new version. (file #24613) ___ Additional Item Attachment: File name: patch_escaping_for_units5 Size:14 KB

[Freeciv-Dev] [patch #4830] Multipliers to effects

2015-05-25 Thread Sławomir Lach
Follow-up Comment #36, patch #4830 (project freeciv): Firstly, thanks for prepare my patch to state it was applied to Freeciv code(trunk). I also noticed there's first policy in experimental ruleset. Tnis policy is called Personal Freedom. I must notice that by setting Personal Freedom at the

[Freeciv-Dev] [bug #23614] Freeciv segfault on load savegame

2015-05-25 Thread Sławomir Lach
URL: http://gna.org/bugs/?23614 Summary: Freeciv segfault on load savegame Project: Freeciv Submitted by: lachu Submitted on: Mon 25 May 2015 03:20:03 PM UTC Category: None Severity: 3 - Normal

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-08-23 Thread Sławomir Lach
Follow-up Comment #28, patch #6104 (project freeciv): Is my path tested? Thanks. ___ Reply to this item at: http://gna.org/patch/?6104 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-08-24 Thread Sławomir Lach
Follow-up Comment #30, patch #6104 (project freeciv): sorry for asking you about this. Could you, please, repair it by yourselves? Files on which I made changes was changes, so preparing new patch could be horribly. and this is a little change. I had two directories with FC sources: trunk of

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-26 Thread Sławomir Lach
Follow-up Comment #14, patch #6104 (project freeciv): Sorry for previous post. Unfortunately I have attached server/unittools.c difference in first version opf patch, not in last version of patch. I send new version of patch. (file #24602)

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-26 Thread Sławomir Lach
Follow-up Comment #13, patch #6104 (project freeciv): I have changed values of enumeration, which You ask to change. I attached new version of patch. (file #24601) ___ Additional Item Attachment: File name: patch_escaping_for_units5

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-26 Thread Sławomir Lach
Follow-up Comment #24, patch #6104 (project freeciv): I missing -u switch while preparing patch. With features are missing? Sorry for ask about this, but I don't see any missing features regarding to previous patches. (file #24660) ___

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-26 Thread Sławomir Lach
Follow-up Comment #26, patch #6104 (project freeciv): Ok. I had added difference for ruleset files. (file #24664) ___ Additional Item Attachment: File name: patch_escaping_for_units-new2 Size:22 KB

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-25 Thread Sławomir Lach
Follow-up Comment #22, patch #6104 (project freeciv): I've prepared new version of path. Sorry I'm not prepared it earlier. (file #24657) ___ Additional Item Attachment: File name: path-escaping-unit-new1Size:11 KB

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #43, patch #6104 (project freeciv): My patch is related to patch #6428. ___ Reply to this item at: ___ Message sent via/by Gna!

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #42, patch #6104 (project freeciv): This is the newest patch. I think, that it is done. I think AI should been implemented by someone else in another patch or patch series. My suggestion is to not put unit with can_escape flag on empty tile, when there's tile with stronger

[Freeciv-Dev] [patch #6428] Increase maximum number of specenum entries

2015-10-14 Thread Sławomir Lach
URL: Summary: Increase maximum number of specenum entries Project: Freeciv Submitted by: lachu Submitted on: Wed 14 Oct 2015 03:19:38 PM UTC Category: None Priority: 5 - Normal

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #44, patch #6104 (project freeciv): Sorry for my previous patch. There's no applied changes in events.spec, so I attached new one. (file #25300) ___ Additional Item Attachment: File name: freeciv-escaping-newest1

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-19 Thread Sławomir Lach
Follow-up Comment #59, patch #6104 (project freeciv): I send a newest version of patch. There's one matter: In experimental ruleset, units will select river on plains instead of hills/mountains. I don't know, why. (file #25351) ___

[Freeciv-Dev] [patch #5611] Idea: new convert citizen action

2015-10-14 Thread Sławomir Lach
Follow-up Comment #1, patch #5611 (project freeciv): Maybe add gold cost to convert citizen. Imagine we have library and it produces nationality in citizens. Once we burn library and build new, citizen will be converted, so we need gold. The idea isn't good in my opinion, but my idea is

[Freeciv-Dev] [patch #4887] [metaticket] Multipliers/policies half-bakery

2015-10-14 Thread Sławomir Lach
Follow-up Comment #3, patch #4887 (project freeciv): You should limit control of limits to only buildings and government. Imagine maximum value of multiplier are related to value of multiplier B and vice-versa, so player could set values to very high level.

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #36, patch #6104 (project freeciv): Hi. I have trouble with adding new event within newest trunk. I added following line to common/events.h: #define SPECENUM_VALUE125 E_UNIT_ESCAPED And following line to common/events.c: GEN_EV(E_UNIT_ESCAPED, E_S_UNIT, N_("Unit escaped")),

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #38, patch #6104 (project freeciv): Thanks for replying. I add compilation error bellow: events.c:216:10: error: ‘E_UNIT_ESCAPED’ undeclared here (not in a function) GEN_EV(E_UNIT_ESCAPED, E_S_UNIT, N_("Unit escaped")), ^ events.c:68:77: note: in definition of

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-16 Thread Sławomir Lach
Follow-up Comment #46, patch #6104 (project freeciv): I've prepared newest patch, so I attached it. (file #25319) ___ Additional Item Attachment: File name: freeciv-escaping-newest1 Size:20 KB

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-16 Thread Sławomir Lach
Follow-up Comment #47, patch #6104 (project freeciv): I have prepared patch with helptext. AI should be introduced in other patch/patch series. I don't know I was able to prepare thus patch for AI, but I will try. (file #25320) ___

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-20 Thread Sławomir Lach
Follow-up Comment #62, patch #6104 (project freeciv): Each commit expect one was fixup. I send newest patch. Is it not too hard helping me with preparing a patch ;-D ? (file #25372) ___ Additional Item Attachment: File name:

[Freeciv-Dev] [patch #6452] sandbox ruleset

2015-10-20 Thread Sławomir Lach
Follow-up Comment #1, patch #6452 (project freeciv): I think that Freeciv developers should copy experimental ruleset into new name. What about savegame compatibility? Who cares? If someone have played in experimental ruleset, I think it do this for testing reasons.

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-20 Thread Sławomir Lach
Follow-up Comment #64, patch #6104 (project freeciv): Repaired. I will have deeper look into my patch at end of this week. (file #25374) ___ Additional Item Attachment: File name:

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-18 Thread Sławomir Lach
Follow-up Comment #58, patch #6104 (project freeciv): I solve break problem by setting escpaed variable to true and test if it's true at start of loop. If it's true, then continue. I thought what's best way to select destination tile. I think that first criteria should be maximum defense power

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #50, patch #6104 (project freeciv): Thanks! ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #52, patch #6104 (project freeciv): I see my patch not working correctly. Problem is in base_get_direction_for_step. This function calls same_pos, so it's the problem. I must investigate error in my code. ___ Reply to

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #51, patch #6104 (project freeciv): Ok. Git is very helpful. I didn't know there's no need to push changes and possibility to generate patch. Thanks. Hope it's last patch before close. (file #25333) ___ Additional Item

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #54, patch #6104 (project freeciv): Ok. So I will wait until path #6425 was applied and them send my. ___ Reply to this item at: ___ Message

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #55, patch #6104 (project freeciv): I've used git-apply /path/to/patch/6424 in root directory of my freeciv tree and there's errors about missing files. ___ Reply to this item at:

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #40, patch #6104 (project freeciv): Ok. I have look to specenum code and discovered that maximum number is too low(one lower than required), so I have changed specenun. I will send patch after testing everything, so probably tomorrow.

[Freeciv-Dev] [patch #6428] Increase maximum number of specenum entries

2015-10-14 Thread Sławomir Lach
Follow-up Comment #3, patch #6428 (project freeciv): Value was increase. (file #25301) ___ Additional Item Attachment: File name: frecive-generate_specnum.py.patch Size:0 KB ___

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #56, patch #6104 (project freeciv): Ok. Now it should work. (file #25336, file #25337, file #25338, file #25339) ___ Additional Item Attachment: File name: 0001-Introducing-unit-flag-allowing-unit-to-escape-from-t.patch

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-13 Thread Sławomir Lach
Follow-up Comment #34, patch #6104 (project freeciv): I have watching over my patch was included into trunk of freeciv, but there's not. Why? I have new ideas to implement, but I won't start it before done/close previous. ___ Reply to

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-08 Thread Sławomir Lach
Follow-up Comment #19, patch #6104 (project freeciv): Ok. I have prepared a new path. (file #24623) ___ Additional Item Attachment: File name: patch_escaping_for_units6 Size:14 KB

[Freeciv-Dev] [bug #23683] Freeciv segfault on load savegame

2015-07-10 Thread Sławomir Lach
URL: http://gna.org/bugs/?23683 Summary: Freeciv segfault on load savegame Project: Freeciv Submitted by: lachu Submitted on: Fri 10 Jul 2015 12:02:07 PM UTC Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #23851] Freeciv got sigsegv after unit movement

2015-09-03 Thread Sławomir Lach
URL: Summary: Freeciv got sigsegv after unit movement Project: Freeciv Submitted by: lachu Submitted on: Thu 03 Sep 2015 02:47:14 PM UTC Category: client-gtk-2.0 Severity: 4 -

[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-11-28 Thread Sławomir Lach
Follow-up Comment #65, patch #6104 (project freeciv): Ok. My path is just working. I have checked that rivers get 50% defense bonus, while mountains just 2%. Code is def_bonus = (100 + tile_bonus) * (100 + base_bonus) / 100 - 100; Am I right river has bigger defense bonus than hills?

[Freeciv-Dev] [patch #7673] First patch torwards new libgreattao client

2016-09-07 Thread Sławomir Lach
URL: Summary: First patch torwards new libgreattao client Project: Freeciv Submitted by: lachu Submitted on: Wed 07 Sep 2016 01:09:16 PM UTC Category: None Priority: 5 -

[Freeciv-Dev] [patch #7673] First patch torwards new libgreattao client

2016-09-07 Thread Sławomir Lach
Additional Item Attachment, patch #7673 (project freeciv): File name: my_patch Size:3 KB ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [patch #7673] First patch torwards new libgreattao client

2016-09-07 Thread Sławomir Lach
Follow-up Comment #1, patch #7673 (project freeciv): I didn't know why it's not link. Searched functions are in client directory. (file #28571) ___ Additional Item Attachment: File name: diff Size:133 KB

[Freeciv-Dev] [patch #7673] First patch torwards new libgreattao client

2016-09-10 Thread Sławomir Lach
Follow-up Comment #3, patch #7673 (project freeciv): I put new patch with missing files. How make diff with binary files (for example .png graphic)? (file #28590) ___ Additional Item Attachment: File name: freeciv-tao-client.patch

[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-09-09 Thread Sławomir Lach
URL: Summary: Libgreattao's modpack installer Project: Freeciv Submitted by: lachu Submitted on: Fri 09 Sep 2016 07:04:54 PM UTC Category: None Priority: 5 - Normal

[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-09-15 Thread Sławomir Lach
Follow-up Comment #4, patch #7678 (project freeciv): I'm waiting for response. Should I include m4 scripts? It would compile without m4 scripts. They are needed to compile tao-client. ___ Reply to this item at:

[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-09-16 Thread Sławomir Lach
Follow-up Comment #6, patch #7678 (project freeciv): There's only packages for OpenSuSE. I'm trying to create packages for Debian/Ubuntu, but given up. There's also installer, which could run in GTK+ or Qt5 backend. There's no distribution, where libgreattao is installed by default.

[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-09-11 Thread Sławomir Lach
Follow-up Comment #3, patch #7678 (project freeciv): Libgreattao sources are on sourceforge and you can download libgreattao self-containing installer(this installer firstly unpack modified version of libgreatao to work on many systems). Yes - second check for fcmp-gtk2 is added by accident - I

[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-09-23 Thread Sławomir Lach
Follow-up Comment #8, patch #7678 (project freeciv): Why you think libgreattao is on GPLv3? There's LGPLv3 license in License file. If you wish, I can publish libgreattao on double license. I also attached some changes. (file #28734) ___

[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-10-01 Thread Sławomir Lach
Follow-up Comment #9, patch #7678 (project freeciv): I'm the only one author of libgreattao, so I can change or add license. ___ Reply to this item at: ___