Re: [Freecol-developers] REF role fail, BR#2643

2014-01-12 Thread William Astle
On 14-01-12 03:20 AM, Michael T. Pope wrote: > BR#2643 is a new interesting fail following the role changes. The > game contains a REF unit that is an armed FreeColonist. The REF has > captured a large city, and it looks like the AI is now smart enough to > arm loose units and use them against th

[Freecol-developers] Weird full screen problems

2014-01-15 Thread William Astle
With the current trunk, I've noticed an interesting connundrum, at least on my system. I'm running Linux Mint with the MATE desktop. I ordinarily operate with focus-follows-mouse but this manifests with the usual click-to-focus mode, too. In full screen mode, a number of the popup windows (file

Re: [Freecol-developers] Weird full screen problems

2014-01-16 Thread William Astle
On 14-01-16 03:53 AM, Michael T. Pope wrote: > On Thu, 16 Jan 2014 19:38:17 +1030 > "Michael T. Pope" wrote: >> All I can think >> of is there is some attempt to place popups in a layer that should be >> always in front of the map layer, but this happens at the point they are >> created and is nev

Re: [Freecol-developers] Yet another release delay

2014-06-07 Thread William Astle
On 14-06-07 05:33 AM, Michael T. Pope wrote: > On Sat, 24 May 2014 21:12:01 +0930 > "Michael T. Pope" wrote: >> Things are progressing, but I fear I have opened a can of worms in trying >> to make the actual production, displayed production, and reported Col1 >> production match:-P. > > Production

Re: [Freecol-developers] Yet another release delay

2014-06-07 Thread William Astle
On 14-06-07 07:21 PM, Michael T. Pope wrote: > On Sat, 07 Jun 2014 10:23:17 -0600 > I saw something like this on Friday, testing with your game from BR#2699. > The problem there was that the REF navy was trying to get to a particular > (now inaccessible) drop-off tile before offloading. Not quite

[Freecol-developers] Overeffective founding fathers

2014-06-23 Thread William Astle
I noticed playing with git.088d638 that founding fathers seem to be a bit overeffective. In particular, Magellan adds movement points to all units and Drake adds the 50% combat bonus to all units. I assume this is fallout from the recent flurry of updates in the repository which is why I haven'

Re: [Freecol-developers] Overeffective founding fathers

2014-06-25 Thread William Astle
Confirmed. Colopedia works now. On 14-06-25 03:19 AM, Michael T. Pope wrote: > On Tue, 24 Jun 2014 18:22:57 +0930 > "Michael T. Pope" wrote: >>> Also, it seems the colopedia no longer opens, giving instead an NPE: >> >> OK, will look at that soon. Crashes are bad. > > Just more fail due to the u

Re: [Freecol-developers] Overeffective founding fathers

2014-06-27 Thread William Astle
On 14-06-27 03:35 AM, Michael T. Pope wrote: > On Mon, 23 Jun 2014 18:18:23 -0600 > William Astle wrote: >> I noticed playing with git.088d638 that founding fathers seem to be a >> bit overeffective. In particular, Magellan adds movement points to all >> units and Drake a

[Freecol-developers] combat state

2014-07-11 Thread William Astle
I've noticed that in recent revisions, artillery is nearly useless for attacking colonies or native settlements. Dragoons are marginally better but not by much. Watching the log during a siege on a colony, I observed something interesting. Attacking with an artillery which had a pre-combat repo

Re: [Freecol-developers] combat state

2014-07-11 Thread William Astle
On 14-07-11 05:22 PM, Michael T. Pope wrote: > The "artillery in the open" penalty will apply, but that should be visible > in the pre-combat dialog. The documentation says there should be no penalty for being in the open when attacking a colony (and possibly a native settlement - that's unclear

Re: [Freecol-developers] combat state

2014-07-12 Thread William Astle
On 14-07-12 04:28 AM, Michael T. Pope wrote: > Which documentation, and where? I looked through the Colonization manual > and only found a footnote "Artillery units list attack/defence > strengths, they suffer severe penalties when not inside a > fortification". The FreeCol manual states it in th

Re: [Freecol-developers] combat state

2014-07-13 Thread William Astle
% Artillery: +176 That seems pretty conclusive: Artillery attacking a village or colony does not get penalized for being in the open. On 14-07-12 09:51 AM, Michael T. Pope wrote: > On Sat, 12 Jul 2014 08:51:42 -0600 > William Astle wrote: >> On 14-07-12 04:28 AM, Michael T. Pope wrot

[Freecol-developers] Calls to getDefencePower()

2014-07-14 Thread William Astle
On 14-07-12 04:28 AM, Michael T. Pope wrote: > That too is a surprise. There is a handy utility to make a stack > trace in freecol/common/debug/FreeColDebugger/stackTraceToString(), which > could tell you why getDefencePower is being called. I would expect it to > be quite common during AI turns,

[Freecol-developers] Skipping the turn should mean skipping the turn...

2015-07-31 Thread William Astle
Of all the little niggles that I never get motivated to write down, this one finally got my attention today. I don't think this is exactly a bug, but it does annoy me regularly. It might be partly my play style ("mega stacks of doom") but I can't be the only one who does that. After all, that's

Re: [Freecol-developers] Skipping the turn should mean skipping the turn...

2015-08-03 Thread William Astle
On 2015-08-03 03:41, Michael T. Pope wrote: > On Fri, 31 Jul 2015 14:24:25 -0600 > The REF has a lot more patience than humans. Keep hoping we implement > unit grouping one day. I just went through the IR list and closed two > duplicate requests for it, and another one on the FC2 list IIRC. Inde

[Freecol-developers] Building with Java 1.7

2015-08-15 Thread William Astle
The current trunk doesn't build cleanly with Java 1.7. It complains about unsupported major numbers in the jar files for jorbis and jogg. The resulting build hangs at the splash screen on my system. Updating my system to Java 1.8 allows it to build clean and run properly. The resulting binary b

Re: [Freecol-developers] Building with Java 1.7

2015-08-16 Thread William Astle
ry solution. > > > Greetings, > > wintertime > > >> Gesendet: Sonntag, 16. August 2015 um 07:54 Uhr >> Von: "William Astle" >> An: freecol-developers@lists.sourceforge.net >> Betreff: [Freecol-developers] Building with Java 1.7 >> >> The curr

Re: [Freecol-developers] FreeCol 0.11.5

2015-08-26 Thread William Astle
On 2015-08-26 01:19, Michael T. Pope wrote: > 1.8 for FreeCol-next-release it > is, and belated apologies to William Astle for the jogg/jorbis problem. For what it's worth, it's the sort of thing you should expect if you use a development branch of a project. And the solution

Re: [Freecol-developers] Skipping the turn should mean skipping the turn...

2015-08-29 Thread William Astle
On 2015-08-28 22:44, Michael T. Pope wrote: > OK. Try git.38f8903. Skip should now really mean skip, and a skipped > unit will not be listed in the End Turn dialog. > > I have also changed the "really skipped" units to display with an "X" > rather than the old "W" which is confusing with respect

Re: [Freecol-developers] active unit

2015-08-29 Thread William Astle
I don't know if this is new with the recent changes since I haven't been playing much lately. However, it seems the combat reports are not showing up until after the focus moves on to another unit. That is, say I attack a settlement with an artillery and the artillery survives. That artillery s

Re: [Freecol-developers] 0.12.0

2017-08-11 Thread William Astle
I agree with David. A release is a good idea even if it requires a "brown paper bag" release immediately when some show stopper pops up. We clearly need bug reports against the current codebase rather than the last released version. Given the extensive renovations since the last 0.11.x release,