[Freeciv-Dev] [bug #18711] self rooted tech not working

2016-01-20 Thread Marko Lindqvist
Update of bug #18711 (project freeciv):

  Status:None => Need Info  


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[Freeciv-Dev] [bug #18711] self rooted tech not working

2016-01-20 Thread Marko Lindqvist
Follow-up Comment #3, bug #18711 (project freeciv):

Is there something to this ticket that is not covered by the referred other
tickets?

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[Freeciv-Dev] [bug #18711] self rooted tech not working

2011-09-24 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #18711 (project freeciv):

see also bug #16855

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[Freeciv-Dev] [bug #18711] self rooted tech not working

2011-09-24 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #18711 (project freeciv):

see also bug #18394

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[Freeciv-Dev] [bug #18711] self rooted tech not working

2011-09-21 Thread Matthias Pfafferodt

URL:
  

 Summary: self rooted tech not working
 Project: Freeciv
Submitted by: syntron
Submitted on: Mi 21 Sep 2011 23:41:40 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

bug mentioned in the forum by kurikinton
(http://forum.freeciv.org/viewtopic.php?t=7060)

I did test it with the multiplayer ruleset and found bug #18710. Additionally
the self rooted tech is _not_ set as expected. Thus one can do cycles of
build/destroy Darwins Voyage to get the extra techs.




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