On 24.12.2012 02:01, Michael T. Pope wrote:
> The 0.10.6 bugs are coming in, the first of which is bad enough that I
> fear 0.10.7 will need to follow shortly.  Fortunately I am on leave
> until 20130114 so there should be opportunities.
>
>
> [BLOCKER] All units disappear in captured colonies.
>
>    Just before release I discovered that we still had instances of the
>    annoying bug where the units on a captured colony tile would still
>    appear in the active units list.  I committed an `obvious' fix which
>    fixed the immediate problem, but overshot badly.  Should have known
>    better.  A patch is under test.
>
> [WOULDBENICE] Russian coat production
>
>    The Russian fur trader's house is still producing two coats without
>    input or worker.  Most likely this is due to the national advantage,
>    but weirdly, the corresponding Swedish advantage is not causing free
>    hammer or lumber production (not seeing these was why I thought this
>    bug was fixed).
>    

Fixed. The same problem had plagued the Swedish advantage. The solution 
was to limit the hammer production bonus to persons, so that it no 
longer applied to the carpenter's house. Unfortunately, the same fix had 
not been applied to the Russian advantage.

> [UNCLEAR]
>
>    A while back I changed missionaries to set their location to the
>    native settlement they are working in, instead of null.  However
>    there is lurking code that still seems to set their location to
>    null, which fools Unit.isInMission and causes unexpected NPEs in
>    unrelated parts of the AI.  I suspect the offender is in the
>    PlayerExploredTile missionary handling, but the changes needed to
>    fix that properly are save-format breakers.  svn.10392 contains an
>    ugly workaround, and I have another hack in mind, but some testing
>    is needed.
>
> [WOULDBENICE]
>
>    We now allow the active unit to be in Europe / not on the map.  For
>    some reason this disables mouse clicks on the map until you do
>    something to select another unit.  Easy to work around (just
>    wait/skip the ship), but annoying and should not be happening.
>
> [WOULDBENICE]
>
>    Under map options, immediately clicking on any of the predefined map
>    thumbnails does not select it.  You have to open the "Import"
>    options first.  Also, when selected correctly, the filename text
>    appears greyed out.  I suspect this is because the path to a
>    predefined map is considered to be constant and should not be messed
>    with, but the greyed out display might mislead users to believe that
>    the selection did not work.
>
> [UNCLEAR]
>
>    Should the advisor panels be resizeable?  They used to be, but seem
>    to be fixed now.  I know Paolo was working on BR#1694733 but that
>    refers mainly to smallish dialog boxes.
>
> [BLOCKER/LATER]
>
>    Native convert production (BR#3487679) was still failing.  I thought
>    this was fixed, but recent play testing cast some doubt.  It turns
>    out that the test for a population>  2 was failing, as it only
>    considered the native `in' the settlement (of which there usually 2
>    with DefendSettlementMissions), and ignored the natives on the
>    settlement tile.  An easy fix (add in the tile population) will go
>    in soon.  However a deeper bug is that not all natives have valid
>    missions, there are natives just hanging around their settlement
>    doing nothing (although they do correctly contribute to production).
>    If these had WorkInsideSettlementMissions, with the location set to
>    the settlement, the current conversion logic would just work as
>    intended.  Looks like NativeAIPlayer needs some revision, and
>    WorkInsideColonyMission needs to be generalized.
>
>
> Also on the TODO list is to convert the sourceforge project to their
> new format, and to get the git repo online.  Release first however.
>
> Cheers,
> Mike Pope
>    

Regards

Michael



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