Update of bug #18461 (project freeciv):
Status: In Progress = Duplicate
Open/Closed:Open = Closed
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Follow-up Comment #8:
At least the exact
Update of bug #18461 (project freeciv):
Assigned to:None = cazfi
Planned Release: 2.4.0 = 2.5.0, 2.6.0, 3.0.0
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Update of bug #18461 (project freeciv):
Status: Ready For Test = In Progress
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Follow-up Comment #7:
I'm not 100% sure about the patch - can't be as I did only test my error
case. Here it did
Follow-up Comment #1, bug #18461 (project freeciv):
civil_war() was designed to be called during turn change (ai phase for all
players). Now, it can be executed via a lua function at any time. Thus, the ai
phase does not have to be initialized. One possible solution would be to check
for this if
Follow-up Comment #2, bug #18461 (project freeciv):
Oh, rats.
(Doesn't civil_war() execute mid-turn when you trigger it by taking over a
city? Is that already dealt with?)
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http://gna.org/bugs/?18461
Update of bug #18461 (project freeciv):
Status:None = Ready For Test
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Follow-up Comment #3:
I did some tests and I do use a unique setting: civil_war() is called via the
lua signal
Follow-up Comment #4, bug #18461 (project freeciv):
Is civil war another case where phasemode != simultaneous would cause
problems as described in bug #18333?
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http://gna.org/bugs/?18461
Follow-up Comment #6, bug #18461 (project freeciv):
Are you sure about the patch? Just by reading it (without checking from
source code more context) I notice that you add initialization to one place,
but don't remove it from anywhere. Isn't this going to cause double
initialization? (If it is,
URL:
http://gna.org/bugs/?18461
Summary: crash using lua function civil_war (in
ai_plr_data_get() [aidata.c::310]: assertion 'ai-phase_initialized' failed.)
Project: Freeciv
Submitted by: syntron
Submitted on: So 07 Aug 2011 00:34:57