[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-07 Thread Marko Lindqvist
Follow-up Comment #14, bug #22567 (project freeciv):

 Where do patches get submitted for testing?

To tickets. See bottom of the this ticket screen for Attached Files

Once the patch has been committed, the Status fill be changed to Fixed
(now Ready For Test)

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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-07 Thread pepeto
Update of bug #22567 (project freeciv):

  Status:  Ready For Test = None   

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Follow-up Comment #15:

 Reverting patch #4970 and patch #4971 affecting reverse
 pathfinding maps make AI to defend itself again.

I did a test, and it didn't change anything. I think this is not a pf issue.
However, I will make a separate item for the pf_reverse_map.

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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-07 Thread Marko Lindqvist
Follow-up Comment #16, bug #22567 (project freeciv):

 I think this is not a pf issue.

Umh, what else there was in patch #4970 and patch #4971 to explain this? Or do
you think it's dormant issue that pf changes activate?

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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-07 Thread pepeto
Follow-up Comment #17, bug #22567 (project freeciv):

 Umh, what else there was in patch #4970 and patch #4971 to
 explain this? Or do you think it's dormant issue that pf
 changes activate?

I don't know. I have posted the reverse map (new version) at patch #5201. If
it really fixes the symptoms, I would say I have done a mistake testing
without patch #4970 and patch #4971 (forgot to compile?).


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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-07 Thread Brandon J. Van Every
Follow-up Comment #18, bug #22567 (project freeciv):

If diagnosis and a fix aren't imminent, would changing the title to most
cities undefended be helpful?  The behavior is not civ2civ3 specific, and
most cities are walk-ins for so long that it's not accurate to say they're
early cities.  I don't seem to be able to change the title of the bug
myself.

A previous recent release of Freeciv, I forget which one, had the opposite
behavior.  The AI turtled up with defensive units and city walls almost
immediately, creating what I called bitter pills.  It became completely
unprofitable to try to jump other civs early.  This made the game slower and
more tedious, digging all these bitter pills out.  Could it be that someone
fixed this turtling behavior, sending the AI priorities too far in the
opposite direction?




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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread pepeto
Update of bug #22567 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.6.0  

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Follow-up Comment #8:

 Reverting patch #4970 and patch #4971 affecting reverse
 pathfinding maps make AI to defend itself again.

I was afraid about that. I have made a patch yesterday in case it would help.
In this one, pf_reverse_map will returns very closer values. It will also be
able to handle move_rate=0, moves_left0. Patch attached.

After a gprof test, I have noticed that the AI consume very more CPU, the
function pf_normal_map_iterate() takes around 20-25% of the time, but nation
splits are really more rare.

Sorry for having mentioned S2_5 earlier in the thread. It is specific to
trunk.


(file #22061)
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Additional Item Attachment:

File name: pf_reverse_map.patch   Size:16 KB


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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Brandon J. Van Every
Follow-up Comment #10, bug #22567 (project freeciv):

No change for civ2civ3 in SVN rev 26253.  Victory in 57 turns.  Will test the
default ruleset.


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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Marko Lindqvist
Follow-up Comment #11, bug #22567 (project freeciv):

 No change for civ2civ3 in SVN rev 26253.

That's to be expected when no fix has been committed yet. Pepeto just
submitted patch for testing.

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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Brandon J. Van Every
Follow-up Comment #12, bug #22567 (project freeciv):

No city defense for default ruleset in SVN rev 26253.  After eating 1.5 enemy
civs without challenge, I gave up.  Only thing slowing me down was not
starting on the same continent with all of them.


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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-06 Thread Brandon J. Van Every
Follow-up Comment #13, bug #22567 (project freeciv):

I saw that he had committed something to trunk.  Where do patches get
submitted for testing?


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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-05 Thread Jacob Nevins
Follow-up Comment #4, bug #22567 (project freeciv):

I think cazfi has said that AI city defence on trunk is known to be
weak/nonexistent at the moment. See also bug #22556. So I suspect this is not
a civ2civ3-specific problem.

(Can't find it now, maybe it was on IRC?)

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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-05 Thread Marko Lindqvist
Follow-up Comment #5, bug #22567 (project freeciv):

 available mov bonus

That's certainly breaking things in 2.5 and earlier (I assume the patch pepeto
mentioned fix this in TRUNK). AI thinks that the attacker cannot reach the
city yet, so it doesn't hurry to get defender - city can be conquered without
a fight.

TRUNK defense is broken even without such a bonus, but that's another matter.

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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-05 Thread Marko Lindqvist
Follow-up Comment #7, bug #22567 (project freeciv):

Reverting patch #4970 and patch #4971 affecting reverse pathfinding maps make
AI to defend itself again.

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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-04 Thread pepeto
Follow-up Comment #2, bug #22567 (project freeciv):

AI is enable to handle the real unit type of a unit in S2_5. It would need
something like patch #4970.


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[Freeciv-Dev] [bug #22567] early cities undefended in civ2civ3

2014-09-03 Thread anonymous
Follow-up Comment #1, bug #22567 (project freeciv):

It is easier to win in civ2civ3 than you suggest.
Switch to tribal government and all enemy AI civs are easily reached and
killed just by marching 2 squares at a time. 

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