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

2012-03-30 Thread Jacob Nevins
Update of bug #18394 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

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

2012-03-28 Thread Marko Lindqvist
Update of bug #18394 (project freeciv): Category:rulesets = general Status:None = Ready For Test Operating System: Microsoft Windows = Any Planned Release:

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

2012-03-28 Thread Jacob Nevins
Update of bug #18394 (project freeciv): Assigned to:None = jtn ___ Follow-up Comment #8: Ah yes, that'd be it. Re-verified the problem and fix with S2_3 (same procedure as comment #4).

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

2011-12-11 Thread Jacob Nevins
Follow-up Comment #4, bug #18394 (project freeciv): Trying this with S2_4 (r20647), I think it is (still) broken. I hacked the default ruleset so that Fusion Power had req1=req2=None and root_req=Fusion Power. I then changed abkhaz.ruleset so that init_techs=Fusion Power. On starting the game

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

2011-12-11 Thread Jacob Nevins
Follow-up Comment #5, bug #18394 (project freeciv): Testing with the self-rooted Theory of Evolution tech in the multiplayer ruleset indicates that it's silently failing there too (at least on S2_4)... so by repeatedly rebuilding Darwin's Voyage, it looks like you can get as many free advances

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

2011-12-11 Thread Jacob Nevins
Follow-up Comment #6, bug #18394 (project freeciv): The following patch to player_invention_reachable() seems to fix this for me (still on S2_4). I think it's a correct change we should make, but I'm not sure by what mechanism it was causing this particular symptom. @@ -303,8 +303,10 @@ bool

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

2011-09-24 Thread Matthias Pfafferodt
Follow-up Comment #2, bug #18394 (project freeciv): what exactly did you test? (see also bug #18711) ___ Reply to this item at: http://gna.org/bugs/?18394 ___ Nachricht geschickt von/durch

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

2011-07-21 Thread anonymous
URL: http://gna.org/bugs/?18394 Summary: self root_req'd techs are removed, even if a nation's init_tech lists it Project: Freeciv Submitted by: None Submitted on: Fri 22 Jul 2011 02:59:31 AM UTC Category: rulesets