[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-02-11 Thread anonymous
Follow-up Comment #2, bug #21629 (project freeciv):

Using the scenario editor, I had a barb capture my highest shield-producing
city in a game of Civ2 Test of Time that I was playing. Apparently, barb
cities have no waste at all but almost max corruption (see both screenshots).
It's possible that trade can't go below 1.

There is a way to set an effect for this, is it not?

(file #20015)
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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-02-11 Thread anonymous
Follow-up Comment #3, bug #21629 (project freeciv):

Oops didn't realize that there was an upload cap, but the missing screenshot
pretty much shows the same thing.

(file #20016)
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[Freeciv-Dev] [patch #4491] SDL clients: Handle more than one diplomat asking for what action to take

2014-02-11 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4491

 Summary: SDL clients: Handle more than one diplomat asking
for what action to take
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 11 Feb 2014 02:59:50 PM UTC
Category: client-sdl
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Make the SDL clients move on in the queue of diplomats asking for input in
stead of stopping after one.



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File Attachments:


---
Date: Tue 11 Feb 2014 02:59:50 PM UTC  Name:
0001-Support-diplomat-queue-in-the-SDL-clients.patch  Size: 13kB   By:
sveinung

http://gna.org/patch/download.php?file_id=20017

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[Freeciv-Dev] [bug #21507] Finer controll of ZoC

2014-02-11 Thread Edgaras Šeputis
Follow-up Comment #3, bug #21507 (project freeciv):

I added new patch with comments reidented, and included rescription in all
rulesets.

I also have some comments, suggestions:
why use inconsistent indentation in code and rulesets (code - spaces over
tabs, ruleset tabs over spaces)?

I see no point in having flag descriptions/ruleset help copied in multiple
places. It seems only thing it does is polute changelogs, and additional work
to add changes in all places(which also increases chance for errors/mistakes).
I think we can presume that anyone writing rulesets is using normal editor
(vim, emacs etc have multiple windows buffers) or IDE (mostly have tabbed
interface) and not ms notepad or such, thus there is little advantage in
having flags at the top of the file when you can simply have separate
tab/buffer open with all explanation. If you agree with this I open new bug
and let me know I can do such minuscule changes.

As for ruleset, lets say it is for testing (though I myself tested it with
classic). But to be fair I'm fairly confident that this flag is *very
sensible* for most non military units, and would strongly suggest considering
adding it classic if not all rulesets.

Also I think with this there is no reason to have speceal treatment of zoc for
air and water units, but thats other discussion.

(file #20018)
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[Freeciv-Dev] [patch #4491] SDL clients: Handle more than one diplomat asking for what action to take

2014-02-11 Thread Sveinung Kvilhaugsvik
Update of patch #4491 (project freeciv):

  Status: In Progress = Ready For Test 

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[Freeciv-Dev] [bug #21639] Minimized chat-view after reconnect

2014-02-11 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21639

 Summary: Minimized chat-view after reconnect
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 11 Feb 2014 09:15:48 PM EET
Category: client-gtk-3.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

1) Lose connection to server
2) Reconnect

See how chat-view has zero height, with mapview filling entire screen.

This has now happened several times in the first multiplayer game where I use
gtk3-client.




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[Freeciv-Dev] [bug #21507] Finer controll of ZoC

2014-02-11 Thread Sveinung Kvilhaugsvik
Update of bug #21507 (project freeciv):

  Status:None = In Progress
 Assigned to:None = sveinung   

___

Follow-up Comment #4:

 I added new patch with comments reidented, and included rescription in all
rulesets.
Thank you. Assigning this ticket to my self. That makes it my job to review
and, if accepted, to commit your change.



 I also have some comments, suggestions:
I'm not a native English speaker. Please assume that I intended to be polite
and friendly if I got the tone wrong. Let me know if something isn't clear or
if I misunderstood you.

 why use inconsistent indentation in code and rulesets (code - spaces over
tabs, ruleset tabs over spaces)?
The long term goal for the code is spaces everywhere. When only changing
something small in a differently formatted section using the surrounding white
space style is OK. The reason you shouldn't change white space for areas you
don't modify is that it will make it more difficult to back port bug fixes. I
assume this applies to rule sets as well.

 I see no point in having flag descriptions/ruleset help copied in multiple
places.
The point is that people should be able to fork any bundled rule set and still
have it documented. The disadvantages you mention are the price we pay for
this.

 I think we can presume that anyone writing rulesets is using normal editor
(vim, emacs etc have multiple windows buffers) or IDE (mostly have tabbed
interface) and not ms notepad or such
Non programmers that modify Freeciv rule sets do exist. We can't assume they
know how to take advantage of advanced text editors and IDE's.

 I'm fairly confident that this flag is very sensible for most non military
units, and would strongly suggest considering adding it
In that case you may wish to file a patch ticket in our patch tracker that
makes a rule set start using the flag. (I suggest starting with one rule set
to keep the task smaller) Some advice on what to consider when you argue for a
rule change:
* What will your change do to the game balance? (What strategies will become
possible/easier/harder/impossible because of it?)
* How will it impact current users? (Will old save games work? Will it confuse
existing players?) This is more important for old and popular rule sets that
have been stable for years than it is for new and unpopular rule sets that
change often.
* Will your change help/hinder rule set specific goals? (The goal of the civ1
and civ2 rule sets is the be as close to the original games as possible. If a
rule set has a README it may be a good idea to have a look at it)
* If you identify problems you should of course explain why the benefits of
the change makes them worth it.

 Also I think with this there is no reason to have speceal treatment of zoc
for air and water units
That may be a candidate for generalization[1]. But, like you said, that is
another discussion.

[1] Generalization = to move hard coded rules to the rule set

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[Freeciv-Dev] [bug #21507] Finer controll of ZoC

2014-02-11 Thread Marko Lindqvist
Follow-up Comment #5, bug #21507 (project freeciv):

 and not ms notepad or such 

I think Windows users are actually our biggest end-user group nowadays. And
for casual Windows user notepad and wordpad are the only ASCII editors.


Maybe changing the flag name to something that makes it obvious which way it
works is in order. People have already confused existing ZOC flags.
CausesNoZOC? Existing flags could (in separate ticket) then be renamed as
NotAffectedByZOC (or NotSubjectToZOC) for consistency.

 Also I think with this there is no reason to have speceal
 treatment of zoc for air and water units

You mean changing the rulesets, or is there something missing in ruleset
format level? 

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[Freeciv-Dev] [patch #4468] Rework road gfx tags

2014-02-11 Thread Marko Lindqvist
Update of patch #4468 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #21637] civ2civ3 rules: enabled loss of techs

2014-02-11 Thread Marko Lindqvist
Update of bug #21637 (project freeciv):

Category:None = rulesets   
  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release: = 2.5.0, 2.6.0   

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Follow-up Comment #2:

Nitpick: This is a new feature, not a bug, so should be in patch-tracker side.

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[Freeciv-Dev] [bug #21637] civ2civ3 rules: enabled loss of techs

2014-02-11 Thread Marko Lindqvist
Update of bug #21637 (project freeciv):

  Depends on: = bugs #21623


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[Freeciv-Dev] [patch #4469] Reset curl handle between uses

2014-02-11 Thread Marko Lindqvist
Update of patch #4469 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #21612] Use of uninitialized redraw

2014-02-11 Thread Marko Lindqvist
Update of bug #21612 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #21507] Finer controll of ZoC

2014-02-11 Thread Sveinung Kvilhaugsvik
Follow-up Comment #6, bug #21507 (project freeciv):

  You mean changing the rulesets, or is there something missing in ruleset
format level?
I don't know what he meant but zoc creation has a hard coded rule that ignores
the zoc if the source tile or the target tile is_ocean_tile(). See
common/movement.c: can_step_taken_wrt_to_zoc().

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[Freeciv-Dev] [bug #21507] Finer controll of ZoC

2014-02-11 Thread Sveinung Kvilhaugsvik
Follow-up Comment #7, bug #21507 (project freeciv):

Review of file #20018
 * Marko is right that the flag name could be clearer.
 * In the auto generated help text: zones of control = zone of control
 * In the auto generated help text: missing space between it (before your
line break) and will (after the line break).
 * You forgot the tab on the same line as the flag in the rule set
documentation comments.
 * You forgot a space in the indention after your broke the if statement

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[Freeciv-Dev] [patch #4492] Alignment keeping ASSEMBLE_RGB DISEMBLE_RGB

2014-02-11 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4492

 Summary: Alignment keeping ASSEMBLE_RGB  DISEMBLE_RGB 
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 12 Feb 2014 01:56:40 AM EET
Category: client-sdl
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.3, 2.5.0, 2.6.0

___

Details:

Clang gives a lot of warnings about how ASSEMBLE_RGB and DISEMBLE_RGB have
been written assigning pointers to types of different alignment.

Write those macros in alignment-safe way.




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File Attachments:


---
Date: Wed 12 Feb 2014 01:56:40 AM EET  Name: AlphaBlitMacroAlignment.patch 
Size: 21kB   By: cazfi

http://gna.org/patch/download.php?file_id=20020
---
Date: Wed 12 Feb 2014 01:56:40 AM EET  Name:
AlphaBlitMacroAlignment-S2_5.patch  Size: 11kB   By: cazfi

http://gna.org/patch/download.php?file_id=20021

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[Freeciv-Dev] [bug #21507] Finer controll of ZoC

2014-02-11 Thread Sveinung Kvilhaugsvik
Follow-up Comment #8, bug #21507 (project freeciv):

 review of file #20018
I missed one. Sorry:
 * data/helpdata.txt should be updated


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[Freeciv-Dev] [bug #21637] civ2civ3 rules: enabled loss of techs

2014-02-11 Thread David Fernandez
Follow-up Comment #3, bug #21637 (project freeciv):

ok, thank you.

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[Freeciv-Dev] [patch #4477] Better configure check for detection of unknown compiler options

2014-02-11 Thread Marko Lindqvist
Update of patch #4477 (project freeciv):

  Status: In Progress = None   
 Planned Release: 2.4.3, 2.5.0, 2.6.0 =
 Summary: Better configure check for detection unknown
compiler options = Better configure check for detection of unknown compiler
options

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Follow-up Comment #1:

Options supported by gcc aren't making this easy - the way I hoped to fix this
doesn't work.

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[Freeciv-Dev] [patch #4493] Options to enable sfx and/or music

2014-02-11 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4493

 Summary: Options to enable sfx and/or music
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 12 Feb 2014 03:31:05 AM EET
Category: client
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Add options to enable/disable sound effects, in-game music, and menu music.



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File Attachments:


---
Date: Wed 12 Feb 2014 03:31:05 AM EET  Name: AudioOptions.patch  Size: 7kB  
By: cazfi

http://gna.org/patch/download.php?file_id=20022

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[Freeciv-Dev] [patch #4487] [Metaticket] Music switching system

2014-02-11 Thread Marko Lindqvist
Update of patch #4487 (project freeciv):

  Depends on: = patch #4493


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[Freeciv-Dev] [patch #4481] --without-freeciv-manual

2014-02-11 Thread Marko Lindqvist
Update of patch #4481 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
URL:
  http://gna.org/bugs/?21640

 Summary: AI set taxes 0% to luxury, and 0% science, in wrong
situations 
 Project: Freeciv
Submitted by: bardo
Submitted on: mié 12 feb 2014 02:48:44 UTC
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I have noticed for some time (since v2.5) that AI often set the taxes to
maximize the gold (to the max allowed by the government, for example 60% under
Despotism), and the rest of the taxes are set to generate luxury (40% in the
example), even when celebrations are not allowed and luxuries are not really
needed.

I attach a savegame played with S2_5 (civ2civ3 rules, cheating AI level), and
the related log of AI TAXES of this turn.

You will see some of the AIs are stuck to 0% science, max % allowed set to
gold, and the rest % to luxury. For example:


Wilhelm I [max] rate=70
Wilhelm I [old] (Sci/Lux/Tax)=0/30/70
Wilhelm I [tax] estimated=-34 real=97 (delta=-131)
Wilhelm I [tax] trade=113 gold=246 expenses=113
Wilhelm I [tax] Tax=0 income=-48
Wilhelm I [tax] Tax=10 income=-37
Wilhelm I [tax] Tax=20 income=-25
Wilhelm I [tax] Tax=30 income=-14
Wilhelm I [tax] Tax=40 income=-3
Wilhelm I [tax] Tax=50 income=8
Wilhelm I [tax] min=30 balanced=50
Wilhelm I [sci] estimated=57 real=0 (delta=57)
Wilhelm I [sci] trade=113 bulbs=112 upkeep=0
Wilhelm I [sci] Sci=0 research=-5
Wilhelm I [sci] min=0 balanced=0
Wilhelm I [res] balanced! (Sci/Lux/Tax)=0/0/50
Wilhelm I [new] (Sci/Lux/Tax)=0/30/70


I have found the same weird AI behavior with and without tech upkeep, and both
at normal and cheating AI level (but it seems more often at cheating AI
level).
However, I have not seen it with classic rules, so I'm not sure about the
trigger.

I'm checking the file aihand.c because I'm almost sure there is a bug there,
but it is a bit complicated for me.



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File Attachments:


---
Date: mié 12 feb 2014 02:48:44 UTC  Name: civ2civ3-taxes.txt  Size: 9kB   By:
bardo

http://gna.org/bugs/download.php?file_id=20023
---
Date: mié 12 feb 2014 02:48:44 UTC  Name:
civ2civ3-taxes-T0128-Y00560-auto.sav.bz2  Size: 93kB   By: bardo

http://gna.org/bugs/download.php?file_id=20024

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[Freeciv-Dev] [patch #4494] helptext_extra()

2014-02-11 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4494

 Summary: helptext_extra()
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 12 Feb 2014 05:31:50 AM EET
Category: client
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Combine helptext_base() and helptext_road() sharing a lot of code to one
helptext_extra().

I resist temptation to make helptext common property of all extras yet - I
don't want ruleset format to include helptext field for those extras that are
neither roads nor bases until it's actually used (shown somewhere).



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File Attachments:


---
Date: Wed 12 Feb 2014 05:31:50 AM EET  Name: ExtraHelp.patch  Size: 16kB   By:
cazfi

http://gna.org/patch/download.php?file_id=20025

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[Freeciv-Dev] [patch #4483] Correct dai_plr_data_get() logmsg

2014-02-11 Thread Marko Lindqvist
Update of patch #4483 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #21602] Failure to find alternative gfx for specialist is ignored

2014-02-11 Thread Marko Lindqvist
Update of bug #21602 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
Follow-up Comment #1, bug #21640 (project freeciv):

I found the cause, and it is not a bug, but a bad design, imho.

It is related to this code inside aihand.c


  /* Put the remaining to tax or science. */
  if (!adv_wants_science(pplayer) || dai_on_war_footing(ait, pplayer)) {
rates[AI_RATE_TAX] = MIN(maxrate, rates[AI_RATE_TAX]
  + RATE_REMAINS(rates));
rates[AI_RATE_LUX] = MIN(maxrate, rates[AI_RATE_LUX]
  + RATE_REMAINS(rates));
rates[AI_RATE_SCI] = MIN(maxrate, rates[AI_RATE_SCI]
  + RATE_REMAINS(rates));
  log_base(LOGLEVEL_TAX, %s [res] crazy 
 (Sci/Lux/Tax)=%d/%d/%d,
   player_name(pplayer), rates[AI_RATE_SCI],
   rates[AI_RATE_LUX], rates[AI_RATE_TAX]);
  
  } else {
rates[AI_RATE_SCI] = MIN(maxrate, rates[AI_RATE_SCI]
  + RATE_REMAINS(rates));
rates[AI_RATE_TAX] = MIN(maxrate, rates[AI_RATE_TAX]
  + RATE_REMAINS(rates));
rates[AI_RATE_LUX] = MIN(maxrate, rates[AI_RATE_LUX]
  + RATE_REMAINS(rates));
  log_base(LOGLEVEL_TAX, %s [res] sane 
 (Sci/Lux/Tax)=%d/%d/%d,
   player_name(pplayer), rates[AI_RATE_SCI],
   rates[AI_RATE_LUX], rates[AI_RATE_TAX]);


It seems the ai set the taxes to be able to pay the upkeeps (techs and
buildings), and the remaining taxes are send, in this order, to science, gold
and luxury... (this is good to me)

except if the ai is on_war_footing, then the remaining taxes are send to
gold (ok), luxury, and science.

It seems the AI ends often in this on_war_footing state, and they prefer
luxury over science.

It was hard to notice in versions previous to 2.5 because HARD or CHEATING AI
levels overide the limits to taxes by governments, and the result was taxes
set 100% to gold; instead of 60% to gold, and 40% to luxury like now. 

I'll upload my suggested solution to prioritize the remaining taxes this way:
1) if (!adv_wants_science(pplayer) then gold, luxury, science
2) if dai_on_war_footing(ait, pplayer) then gold, science, luxury

I think it improves a lot the researching capability of the AI when taxes are
limited by H_RATES.

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[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
Follow-up Comment #2, bug #21640 (project freeciv):

I found the cause, and it is not a bug, but a bad design, imho.

It is related to this code inside aihand.c


  /* Put the remaining to tax or science. */
  if (!adv_wants_science(pplayer) || dai_on_war_footing(ait, pplayer)) {
rates[AI_RATE_TAX] = MIN(maxrate, rates[AI_RATE_TAX]
  + RATE_REMAINS(rates));
rates[AI_RATE_LUX] = MIN(maxrate, rates[AI_RATE_LUX]
  + RATE_REMAINS(rates));
rates[AI_RATE_SCI] = MIN(maxrate, rates[AI_RATE_SCI]
  + RATE_REMAINS(rates));
  log_base(LOGLEVEL_TAX, %s [res] crazy 
 (Sci/Lux/Tax)=%d/%d/%d,
   player_name(pplayer), rates[AI_RATE_SCI],
   rates[AI_RATE_LUX], rates[AI_RATE_TAX]);
  
  } else {
rates[AI_RATE_SCI] = MIN(maxrate, rates[AI_RATE_SCI]
  + RATE_REMAINS(rates));
rates[AI_RATE_TAX] = MIN(maxrate, rates[AI_RATE_TAX]
  + RATE_REMAINS(rates));
rates[AI_RATE_LUX] = MIN(maxrate, rates[AI_RATE_LUX]
  + RATE_REMAINS(rates));
  log_base(LOGLEVEL_TAX, %s [res] sane 
 (Sci/Lux/Tax)=%d/%d/%d,
   player_name(pplayer), rates[AI_RATE_SCI],
   rates[AI_RATE_LUX], rates[AI_RATE_TAX]);


It seems the ai set the taxes to be able to pay the upkeeps (techs and
buildings), and the remaining taxes are send, in this order, to science, gold
and luxury... (this is good to me)

except if the ai is on_war_footing, then the remaining taxes are send to
gold (ok), luxury, and science.

It seems the AI ends too often in this on_war_footing state, and they prefer
luxury over science.

It was hard to notice in versions previous to 2.5 because HARD or CHEATING AI
levels overide the limits to taxes by governments, and the result was taxes
set 100% to gold, instead of 60% to gold, and 40% to luxury.

I'll upload my suggested solution to prioritize the remaining taxes this way:
1) if (!adv_wants_science(pplayer) then gold, luxury, science
2) if dai_on_war_footing(ait, pplayer) then gold, science, luxury

I think this fix improves a lot the researching capabilities of the AI when
taxes are limited.

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[Freeciv-Dev] [bug #21641] When gold_upkeep_style = 2, building upkeep not taken into account for taxes

2014-02-11 Thread David Fernandez
URL:
  http://gna.org/bugs/?21641

 Summary: When gold_upkeep_style = 2, building upkeep not
taken into account for taxes 
 Project: Freeciv
Submitted by: bardo
Submitted on: mié 12 feb 2014 06:26:21 UTC
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: all
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When gold_upkeep_style = 2, AI does not take into account the upkeep of
Buildings when they decide the tax rates.

I knew there was something wrong with gold_upkeep_style for long time, but I
was unable to debug the code until now, and finally I found the exact cause.

Related code in aihand.c:


  /* Find total trade surplus and gold expenses */
  city_list_iterate(pplayer-cities, pcity) {
if (NULL != trade) {
  *trade += pcity-surplus[O_TRADE];
}

if (NULL != expenses) {
  *expenses += pcity-usage[O_GOLD];
}

if (NULL != income) {
  *income += pcity-surplus[O_GOLD];
}
  } city_list_iterate_end;

  if (game.info.gold_upkeep_style  0) {
/* Account for units with gold upkeep paid for by the nation.
 * (game.info.gold_upkeep_style = 1  2) */
unit_list_iterate(pplayer-units, punit) {
  *expenses += punit-upkeep[O_GOLD];
} unit_list_iterate_end;
  }
}


Latest time that I reported this bug, someone added the part to sum the
expenses due to upkeep of units, but we forgot to sum the upkeep of buildings
for game.info.gold_upkeep_style = 2, because in this case they are not
included in city expenses.

You can verify by watching the value of variable expenses in game. I do not
know the code enough to create a patch.




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[Freeciv-Dev] [bug #21641] When gold_upkeep_style = 2, building upkeep not taken into account for taxes

2014-02-11 Thread David Fernandez
Follow-up Comment #1, bug #21641 (project freeciv):

After many autogames watching the AI with different gold_upkeep_style, I
suspect there is a similar bug that affect the decission to build improvements
by AI, but I'm not sure and I do not know this part of the code.

When there are units with gold upkeep, I have noticed that the AI seems to
build less improvements if gold_upkeep_style = 0, where upkeep of units is
taken into account by each city.
While rulesets with gold_upkeep_style = 1 behaves similar to classic rules,
where the only upkeep paid by each city is due to buildings.
Then, it was this buggy gold_upkeep_style = 2 where AI seems to build more
improvements, but it was alwasy losing them due to bankrupt.

If the code was right, I suppose it should be immposible to notice any AI
difference.
In the other hand, the only reason why I used different gold_upkeep_style in
my rulesets was because they affected the AI behavior, so I'm not sure if this
part was intended or not.

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[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
Follow-up Comment #3, bug #21640 (project freeciv):

After some tests, I suggest simply to remove this condition:
|| dai_on_war_footing(ait, pplayer)

When at war, some extra money could help the AI to win some battle, but extra
science is more useful to win the war. I see no reason to stop all kind of
researching in this case.

My suggested code:

/* Put the remaining to tax or science. */
  if (!adv_wants_science(pplayer)) {
rates[AI_RATE_TAX] = MIN(maxrate, rates[AI_RATE_TAX]
  + RATE_REMAINS(rates));
rates[AI_RATE_LUX] = MIN(maxrate, rates[AI_RATE_LUX]
  + RATE_REMAINS(rates));
rates[AI_RATE_SCI] = MIN(maxrate, rates[AI_RATE_SCI]
  + RATE_REMAINS(rates));
  
  } else {
rates[AI_RATE_SCI] = MIN(maxrate, rates[AI_RATE_SCI]
  + RATE_REMAINS(rates));
rates[AI_RATE_TAX] = MIN(maxrate, rates[AI_RATE_TAX]
  + RATE_REMAINS(rates));
rates[AI_RATE_LUX] = MIN(maxrate, rates[AI_RATE_LUX]
  + RATE_REMAINS(rates));

This simple change makes the AI much more efficient in my opinion, no matter
if there are limited taxes or not.

I do not attach any patch, I let developers decide the best way to fix it, but
I find a game breaker the current code where luxuries are prioritized over
science.
(note there are some leftover log entries in previous post, sorry)

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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-02-11 Thread David Fernandez
Follow-up Comment #4, bug #21629 (project freeciv):

In civ3, corruption/waste could not reduce the production of a city under 1. I
like this solution, if possible.

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