[Freeciv-Dev] [bug #16809] Barbarian/Pirates should have skill levels
Follow-up Comment #2, bug #16809 (project freeciv): But what if I want weak barbarians and mean pirates? ___ Reply to this item at: http://gna.org/bugs/?16809 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16812] Cities report should show revenue from trade routes
Follow-up Comment #1, bug #16812 (project freeciv): To be clear currently it shows just 4 when a city has 4 trade routes. I want that to show 4 (+10) when the 4 trade routes produce 10 extra tade. So only a minor change. ___ Reply to this item at: http://gna.org/bugs/?16812 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16809] Barbarian/Pirates should have skill levels
Follow-up Comment #3, bug #16809 (project freeciv): /easy player-name ? ___ Reply to this item at: http://gna.org/bugs/?16809 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16798] Client crash in advance_name_translation()
Update of bug #16798 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16798 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1992] Miscellaneous cleanup in reports
Update of patch #1992 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1992 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16439] [Metaticket] Remove unnecessary report redraws
Update of bug #16439 (project freeciv): Status: In Progress = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16439 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16775] lot of errors of type 'get_defender bug'
Follow-up Comment #6, bug #16775 (project freeciv): I got the following core dump after applying the patch; savegame attached. It crashs in turn 306. #0 0x7f5c8f5eb645 in raise () from /lib64/libc.so.6 No symbol table info available. #1 0x0058513f in fc_assert_fail (file=0x5f7f18 combat.c, function=0x5f801d get_defender, line=662, assertion=value optimized out, message=0x5f7f90 get_defender bug: %s %s vs %s %s (total %d units) on \%s\ at (%d, %d).) at log.c:476 level = LOG_FATAL #2 0x004e8711 in get_defender (attacker=0x1f508e0, ptile=0x21da8f0) at combat.c:651 bestdef = (struct unit *) 0x0 bestvalue = -99 best_cost = 0 rating_of_best = 0 __FUNCTION__ = get_defender #3 0x004aeb59 in unit_move_handling (punit=0x1f508e0, pdesttile=0x21da8f0, igzoc=false, move_diplomat_city=false) at unithand.c:1412 victim = value optimized out pplayer = (struct player *) 0x1fb6df0 pcity = (struct city *) 0x1fb0c30 __FUNCTION__ = unit_move_handling #4 0x0043190a in ai_unit_attack (punit=0x1f508e0, ptile=0x21da8f0) at aitools.c:928 bodyguard = (struct unit *) 0x0 sanity = 249 alive = value optimized out __FUNCTION__ = ai_unit_attack #5 0x0043d9ba in adv_unit_execute_path (punit=0x1f508e0, path=0x1f49620) at advgoto.c:100 plr = value optimized out ptile = (struct tile *) 0x21da8f0 id = 249 is_ai = true i = 4 __FUNCTION__ = adv_unit_execute_path #6 0x0043dd50 in adv_follow_path (punit=0x1f508e0, path=0x1f49620, ptile=value optimized out) at advgoto.c:57 old_tile = (struct tile *) 0x21da8f0 activity = ACTIVITY_IDLE alive = true #7 0x00428b90 in ai_amphibious_goto_constrained (ferry=0x1f508e0, passenger=0x1f4b660, ptile=0x21da8f0, parameter=0x7fffd8945ed0) at aiferry.c:577 alive = value optimized out pplayer = value optimized out pfm = (struct pf_map *) 0x1f6c980 path = value optimized out __FUNCTION__ = ai_amphibious_goto_constrained #8 0x00428f80 in aiferry_goto_amphibious (ferry=0x1f508e0, passenger=0x1f4b660, ptile=0x21da8f0) at aiferry.c:646 parameter = {land = {start_tile = 0x21e08d8, moves_left_initially = 3, fuel_left_initially = 1, move_rate = 3, fuel = 1, owner = 0x1fb6df0, uclass = 0xa397e0, unit_flags = { vec = \000\b\000\000\000\001\000}, omniscience = true, get_MC = 0x59d6a0 normal_move_unit, unknown_MC = 6, get_TB = 0x59cbd0 no_intermediate_fights, get_EC = 0x4320f0 prefer_short_stacks, can_invade_tile = 0x574940 player_can_invade_tile, get_zoc = 0x582180 is_my_zoc, is_pos_dangerous = 0, get_moves_left_req = 0, get_costs = 0, data = 0x7fffd8946090}, sea = { start_tile = 0x21e08d8, moves_left_initially = 15, fuel_left_initially = 1, move_rate = 15, fuel = 1, owner = 0x1fb6df0, uclass = 0xa398a0, unit_flags = {vec = \000\000\000\000\b\001\000}, omniscience = true, get_MC = 0x59d5c0 sea_overlap_move, unknown_MC = 6, get_TB = 0x59cc30 no_fights, get_EC = 0x4320f0 prefer_short_stacks, can_invade_tile = 0x574940 player_can_invade_tile, get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0, get_costs = 0, data = 0x7fffd8946070}, land_scale = 15, sea_scale = 3, combined = {start_tile = 0x21e08d8, moves_left_initially = 45, fuel_left_initially = 1, move_rate = 45, fuel = 1, owner = 0x1fb6df0, uclass = 0xa398a0, unit_flags = { vec = \000\000\000\000\000\000\000}, omniscience = true, get_MC = 0x59c220 amphibious_move, unknown_MC = 6, get_TB = 0x59c170 amphibious_behaviour, get_EC = 0x59c0b0 amphibious_extra_cost, can_invade_tile = 0x574940 player_can_invade_tile, get_zoc = 0, is_pos_dangerous = 0x59c010 amphibious_is_pos_dangerous, get_moves_left_req = 0, get_costs = 0, data = 0x7fffd8945ed0}} land_risk_cost = {base_value = 60, fearfulness = 1820.3, enemy_zoc_cost = 1310720} sea_risk_cost = {base_value = 50, fearfulness = 364.08889, enemy_zoc_cost = 1310720} #9 0x0042ae1a in aiferry_gobyboat (pplayer=0x1fb6df0, punit=0x1f4b660, dest_tile=0x21da8f0) at aiferry.c:771 bodyguard = (struct unit *) 0x0 ferryboat = (struct unit *) 0x1f508e0 __FUNCTION__ = aiferry_gobyboat #10 0x0043319b in ai_gothere (pplayer=0x1fb6df0, punit=0x1f4b660, dest_tile=0x21da8f0) at aitools.c:285 __FUNCTION__ = ai_gothere #11 0x004b7337 in ai_military_attack (pplayer=0x1fb6df0, punit=0x1f4b660) at aiunit.c:1820 dest_tile = (struct tile *) 0x21da8f0 id = 7104 ct = 10 pcity = value optimized out start_tile = (struct tile *) 0x21e08d8 __FUNCTION__ = ai_military_attack #12 0x004b8bb7 in ai_manage_military (pplayer=0x1fb6df0, punit=0x1f4b660) at aiunit.c:2145 id = 7104
[Freeciv-Dev] [bug #16787] Mali Empire and Malian Republic
Update of bug #16787 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16787 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13557] [RT #40412] AI stops building wonders after game load
Follow-up Comment #4, bug #13557 (project freeciv): ai_manage_buildings() of ai/aicity.c is the function that chooses the wonder city. This is the server for Freeciv version 2.2.3+ You can learn a lot about Freeciv at http://www.freeciv.org/ 2: Loading rulesets Breakpoint 1, ai_manage_buildings (pplayer=0x1b06780) at ../../ai/aicity.c:1293 1293 struct ai_data *ai = ai_data_get(pplayer); (gdb) print player_name(pplayer) $1 = 0x1b06781 Philippe le Hardi (gdb) bt #0 ai_manage_buildings (pplayer=0x1b06780) at ../../ai/aicity.c:1293 #1 0x0187924c in game_load_internal (file=0xfffd8bf0) at ../../server/savegame.c:5148 #2 0x01877bfc in game_load (file=0x1b06780) at ../../server/savegame.c:4218 #3 0x01812f64 in load_command (caller=0x20, filename=0xfffd8bf0 (¬¥À, check=32) at ../../server/stdinhand.c:3355 #4 0x0180ae04 in srv_prepare () at ../../server/srv_main.c:2159 #5 0x0180b7c8 in srv_main () at ../../server/srv_main.c:2424 #6 0x01803b04 in main (argc=3, argv=0xfffdad74) at ../../server/civserver.c:359 (gdb) cont Continuing. 2: Philippe le Hardi choosing new wonder city (cause 1). 2: Philippe le Hardi chose no city as wonder city. Breakpoint 1, ai_manage_buildings (pplayer=0x1b07368) at ../../ai/aicity.c:1293 1293 struct ai_data *ai = ai_data_get(pplayer); (gdb) ___ Reply to this item at: http://gna.org/bugs/?13557 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2001] Salvadoran nation
Update of patch #2001 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2001 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2007] Honduran nation
Update of patch #2007 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2007 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2008] Tongan nation
Update of patch #2008 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2008 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16788] Missing errno mapping for Winsock error #10060.
Follow-up Comment #2, bug #16788 (project freeciv): If the configuration error is a longturn one then the notification of this error is a freeciv one. I attach a screen of the error as reported on the freeciv status bar. The error message reported earlier is the one is stderr.txt (file #10639) ___ Additional Item Attachment: File name: connection_error.PNG Size:242 KB ___ Reply to this item at: http://gna.org/bugs/?16788 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2009] Sammarinese nation
Update of patch #2009 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2009 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2010] Monegasque nation
Update of patch #2010 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2010 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2011] Sikkimese nation
Update of patch #2011 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2011 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev