[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-09-07 Thread pepeto
Follow-up Comment #16, bug #21932 (project freeciv): Fix 'mp' initialization. (file #22088, file #22089, file #22090) ___ Additional Item Attachment: File name: trunk_client_nuke2.patch Size:11 KB File name: S2_5_client_nuke2.patch

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-09-05 Thread pepeto
Update of bug #21932 (project freeciv): Category:None => client Status:None => Ready For Test Planned Release: => 2.4.4, 2.5.0, 2.6.0 __

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-09-04 Thread pepeto
Follow-up Comment #12, bug #21932 (project freeciv): Made a separate part for client goto fix at bug #22571. ___ Reply to this item at: ___ Message posté via/par

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-09-04 Thread pepeto
Update of bug #21932 (project freeciv): Depends on: => bugs #22571 ___ Reply to this item at: ___ Message post

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-09-04 Thread pepeto
Update of bug #21932 (project freeciv): Depends on: => bugs #22569 ___ Follow-up Comment #11: Made a separate part for path-finding fix at bug #22569. _

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-09-02 Thread pepeto
Update of bug #21932 (project freeciv): Assigned to:None => pepeto ___ Reply to this item at: ___ Message post

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-08-06 Thread anonymous
Follow-up Comment #10, bug #21932 (project freeciv): I can confirm this bug is still present in windows 2.5 beta1 using the test file you just added. There are some issues while doing this. While trying to give away the tech rocketry to the ai nation; it was impossible unless I also agreed to a

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-08-05 Thread Jacob Nevins
Update of bug #21932 (project freeciv): Operating System:None => Any ___ Follow-up Comment #9: > This bug is no longer present in version 2.5. I don't think it's fixed. The behaviour you des

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-07-12 Thread anonymous
Follow-up Comment #8, bug #21932 (project freeciv): This bug is no longer present in version 2.5. Using Explode Nuclear you can point and click the destination tile but will now just get the message 'didn't find a route to the destination' and nothing happens. Using Goto behaves as before - it is

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Marko Lindqvist
Follow-up Comment #7, bug #21932 (project freeciv): Well, I don't think anything here limits pathfinding to looking for single (current) turn paths only. So, there would be a bug also if we allowed nukes with fuel for more than one turn -> pathfinding would find suitable paths for them, but then t

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Jacob Nevins
Follow-up Comment #6, bug #21932 (project freeciv): > Am trying to upload the test game a second time. Got it. And now I understand why tech loss makes a difference to movement -- this is civ2civ3[*], where Nuclear units have a base move_rate of 0, and get their movement from tech-driven Move_Bo

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread anonymous
Follow-up Comment #5, bug #21932 (project freeciv): Yes - the same effect is seen with unitwaittime - self destruction of your own city. I have posted a second bug report for this new error. See bug #21934: Perhaps this bug report would be better discussing why after techloss the nuke retains its

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Marko Lindqvist
Follow-up Comment #4, bug #21932 (project freeciv): > The ruleset is civ2civ3 with techloss artificially created > using the editor. When you have last updated civ2civ3 ruleset? It certainly does not fix the actual bug, but may affect reproducibility from your savegame. Ruleset available with mod

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread anonymous
Follow-up Comment #3, bug #21932 (project freeciv): The file seems to be loaded this time. >"I don't think tech loss can affect the ability of extant units to move" I you want to test this - look at the nukes movement points before and after pressing turn done. The ruleset is civ2civ3 with techl

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread anonymous
Follow-up Comment #2, bug #21932 (project freeciv): Am trying to upload the test game a second time. (file #20521) ___ Additional Item Attachment: File name: nuke-self-destructs.sav.bz2Size:20 KB _

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Jacob Nevins
Follow-up Comment #1, bug #21932 (project freeciv): > An example is in the attached file. I don't see an attachment... > This situation can occur after tech loss of Advanced Flight. [...] I'm dubious of this diagnosis -- I don't think tech loss can affect the ability of extant units to move, at l

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-16 Thread anonymous
URL: Summary: nuke self destructs own city after tech loss Project: Freeciv Submitted by: None Submitted on: Thu 17 Apr 2014 06:06:32 UTC Category: None Severity: 3 - Normal