<URL: http://bugs.freeciv.org/Ticket/Display.html?id=39331 >

Sorry not to send this to [EMAIL PROTECTED], but it has been bouncing emails
for a week and I thought you might want to know about these before the
upcoming 2.1.0 release.

Here are some bugs from a long game I played.

version: 2.0.9-beta3-gtk2
installed from: Freeciv-2.0.9-win32-gtk2-setup
downloaded from: Freeciv.org <http://freeciv.org/> on 2/16/2007
operating system: Windows XP

game parameters:

set aifill 20
set size 15
set generator 3
set specials 300
set huts 0
set revolen 1
set temperature 60
set landmass 50
set steepness 40
set wetness 100
set sciencebox 500
hard



bugs:

When acquiring a city through diplomatic trade, the national borders do not
change until the next turn.  This means the people of the city may not be
able to work enough squares to support the units which come with the city.

There is no trade menu available on the city screen.  I cannot see where I
sent my caravans.  Have to keep a written list to avoid establishing the
same trade route twice, which would not give any continuing revenue.

Wetness=100 but there is not a single river in the entire world.  I know
because I got suspicious and edited the rule files to give an Apollo Program
cheat.

For some strange reason, Sun Tzu's War Academy is unavailable for building.
It is crossed out on the build list even after gaining Feudalism.  If it was
built and destroyed in the early game (don't think it was), then the
Traveler's Report should list it as destroyed.

When a cease-fire is about to expire, the "concerned citizens" warning is
printed twice.

If a unit attacks a city and kills its last defending unit, the city's star
doesn't disappear.  Another unit must approach the city to see that it is
undefended.

The "go to" move planner does not consider that units lose all their
movement points when landing from a ship.  For example:  A ship is adjacent
to plains and hills, both connected by roads.  Using "go to" to land a
chariot on the hills will send it to the plains first, because it thinks the
chariot will have 2/3 moves left when it reaches the hills, as opposed to no
moves if it lands directly.  Actually, the chariot will use all its moves in
landing and not reach the hills until the next turn.

When a city grows, it completely empties the food box instead of keeping any
leftover food produced the previous turn.  For example, if a city has 29/30
food with +4 food surplus, it should have 3/40 food next turn instead of
0/40.  This would eliminate the small advantage gained by obsessively
insuring that workers are placed so as to not waste any food when the city
grows.  This would, in turn, speed up gameplay and increase enjoyability.  I
assume playability is the reason why production and research overruns carry
over to the next item instead of evaporating like they did in Civ II.  Why
not do the same thing for food?



Some boneheaded AI moves (not really bugs):

AI camps a diplomat right next to a city if it cannot afford to bribe the
city.  This ensures that the diplomat will be killed.  A few possible
fixes:  AI should cheat to know if it can afford the city before the
diplomat gets close, AI should sell barracks until it can afford the city,
AI should try to steal technology instead.

AI often transports only one unit per trireme, even over long distances.
This does not make the most efficient use of triremes.

AIs are reluctant to trade techs among each other in the early game.  I had
Marco Polo's Embassy and knew what they were up to: not much.  Did see
occaisonal tech trades in the mid game, though. The AI never offered to
trade techs with me, even though they would accept deals quite unfavorable
to them if I proposed them.

AI is too willing to give up cities in exchange for expensive but rather
useless tech.  A great way to expand your empire into far corners of the
world is to trade this tech to all AIs at once.  A great way to get rich is
to sell low-level tech to all AIs at once.  Use the gold to buy libraries
and maintain a high research rate.  The AIs will cut back on research to
rebuild their treasuires, which ensures you will be more advanced than them,
which ensures you will have a steady stream of techs to sell, etc.

I can bribe a few cities and give an AI a "genocidal" attitude against me,
but it will still keep a peace treaty and will not try to bribe my cities.
AI will still accept unfavorable deals on techs even with a bad attitude.
AI needs to be more willing to declare war or play dirty, and be less
willing to deal with me, if its attitude is bad.

AI sometimes stays in Despotism even if it has Monarchy.  AI usually stays
in Monarchy even if it has Republic. AI needs to disband hordes of warriors,
etc. in order to take advantage of advanced government.

AI does not value tech correctly.  For example, it usually researches
Feudalism before Pottery.  Pottery is way more useful, and costs a small
fraction of what Feudalism costs.
I have been a Freeciv geek for years and don't think I have ever seen the AI
use caravans for any purpose.

AI should build wonders more aggressively, select only its most productive
cities for this purpose, and stick with a wonder once it is started (unless
the city is under seige).

AI should clear swamps, jungles, and forests more readily.  Helps bring
irrigation inland.  Also, how about not being able to build irrigation based
on ocean squares.  Ever try to water your crops with seawater?  Doesn't
work.  To compensate for the loss, allow irrigation bordering on rivers,
lakes, swamps, tundra (has many small lakes), and mountains (the source of
many small streams).

Sorry not to send this to [EMAIL PROTECTED], but it has been bouncing emails for a week and I thought you might want to know about these before the upcoming 2.1.0 release.

Here are some bugs from a long game I played.

version: 2.0.9-beta3-gtk2
installed from: Freeciv-2.0.9-win32-gtk2-setup
downloaded from: Freeciv.org on 2/16/2007
operating system: Windows XP

game parameters:

set aifill 20
set size 15
set generator 3
set specials 300
set huts 0
set revolen 1
set temperature 60
set landmass 50
set steepness 40
set wetness 100
set sciencebox 500
hard

 

bugs:

When acquiring a city through diplomatic trade, the national borders do not change until the next turn.  This means the people of the city may not be able to work enough squares to support the units which come with the city. 

There is no trade menu available on the city screen.  I cannot see where I sent my caravans.  Have to keep a written list to avoid establishing the same trade route twice, which would not give any continuing revenue. 

Wetness=100 but there is not a single river in the entire world.  I know because I got suspicious and edited the rule files to give an Apollo Program cheat.

For some strange reason, Sun Tzu's War Academy is unavailable for building.  It is crossed out on the build list even after gaining Feudalism.  If it was built and destroyed in the early game (don't think it was), then the Traveler's Report should list it as destroyed.

When a cease-fire is about to expire, the "concerned citizens" warning is printed twice.

If a unit attacks a city and kills its last defending unit, the city's star doesn't disappear.  Another unit must approach the city to see that it is undefended.

The "go to" move planner does not consider that units lose all their movement points when landing from a ship.  For example:  A ship is adjacent to plains and hills, both connected by roads.  Using "go to" to land a chariot on the hills will send it to the plains first, because it thinks the chariot will have 2/3 moves left when it reaches the hills, as opposed to no moves if it lands directly.  Actually, the chariot will use all its moves in landing and not reach the hills until the next turn.

When a city grows, it completely empties the food box instead of keeping any leftover food produced the previous turn.  For example, if a city has 29/30 food with +4 food surplus, it should have 3/40 food next turn instead of 0/40.  This would eliminate the small advantage gained by obsessively insuring that workers are placed so as to not waste any food when the city grows.  This would, in turn, speed up gameplay and increase enjoyability.  I assume playability is the reason why production and research overruns carry over to the next item instead of evaporating like they did in Civ II.  Why not do the same thing for food?

 

Some boneheaded AI moves (not really bugs):

AI camps a diplomat right next to a city if it cannot afford to bribe the city.  This ensures that the diplomat will be killed.  A few possible fixes:  AI should cheat to know if it can afford the city before the diplomat gets close, AI should sell barracks until it can afford the city, AI should try to steal technology instead.

AI often transports only one unit per trireme, even over long distances.  This does not make the most efficient use of triremes.

AIs are reluctant to trade techs among each other in the early game.  I had Marco Polo's Embassy and knew what they were up to: not much.  Did see occaisonal tech trades in the mid game, though. The AI never offered to trade techs with me, even though they would accept deals quite unfavorable to them if I proposed them.

AI is too willing to give up cities in exchange for expensive but rather useless tech.  A great way to expand your empire into far corners of the world is to trade this tech to all AIs at once.  A great way to get rich is to sell low-level tech to all AIs at once.  Use the gold to buy libraries and maintain a high research rate.  The AIs will cut back on research to rebuild their treasuires, which ensures you will be more advanced than them, which ensures you will have a steady stream of techs to sell, etc.

I can bribe a few cities and give an AI a "genocidal" attitude against me, but it will still keep a peace treaty and will not try to bribe my cities.  AI will still accept unfavorable deals on techs even with a bad attitude.  AI needs to be more willing to declare war or play dirty, and be less willing to deal with me, if its attitude is bad. 

AI sometimes stays in Despotism even if it has Monarchy.  AI usually stays in Monarchy even if it has Republic. AI needs to disband hordes of warriors, etc. in order to take advantage of advanced government.

AI does not value tech correctly.  For example, it usually researches Feudalism before Pottery.  Pottery is way more useful, and costs a small fraction of what Feudalism costs. 

I have been a Freeciv geek for years and don't think I have ever seen the AI use caravans for any purpose.
 
AI should build wonders more aggressively, select only its most productive cities for this purpose, and stick with a wonder once it is started (unless the city is under seige). 
 
AI should clear swamps, jungles, and forests more readily.  Helps bring irrigation inland.  Also, how about not being able to build irrigation based on ocean squares.  Ever try to water your crops with seawater?  Doesn't work.  To compensate for the loss, allow irrigation bordering on rivers, lakes, swamps, tundra (has many small lakes), and mountains (the source of many small streams).
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