[Freeciv-Dev] (PR#39349) Another bugwad (bribing, irrigation, goto, ships, tech, courthouse, peace)

2007-04-24 Thread Guest

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39349 

 [per - Sat Apr 21 13:05:50 2007]:
 
 Please post each bug in a separate ticket. It is difficult to handle
 multi-bug reports.
 
Will do.
 
 Why are you playing the beta version?
Actually, these bugs are from 2.1.0.beta3.  Sorry, my bad.

  Unable to bribe units (says diplomat had failed move).

 This should have been fixed 2.0.8 - 2.0.9. Can you recheck in 2.0.9
I rechecked in 2.1.0.beta3.  It is actually a goto bug.  Using goto 
with a diplomat results in a bribe unit popup in which only cancel is 
clickable.  The message box says orders aborted because of failed move.
The pay gold box never appears.  If I move the diplomat with the keypad 
I can bribe the unit, pay the gold, and the unit is mine.

  In Civ II, Genetic Engineering had Chemistry and Corporation as its
  prerequisites.  The Freeciv tech tree shows the Medicine and
 Corporation as
  the prerequisites.
 
 Freeciv is not Civ2.
If the tech tree were completely different I would not have said 
anything, but with such a small difference it looked like someone was 
trying to copy the Civ2 tech tree but made a mistake.  Come to think of 
it, such differences might help Freeciv on copyright issues.

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[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-04-24 Thread Guest

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

These bugs are actually for 2.1.0-beta3, not 2.0.9-beta3.  Sorry about 
any confusion.

In response to whoever made the comment about desalination plants:
I like the idea of more techs, more buildings, etc., especially in the 
modern era and the near (forseeable) future.  If you're going to add 
desalination tech, might as well go all out and add a bunch of others 
like internet and germ warfare.

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[Freeciv-Dev] (PR#39354) Bug in tech_is_available

2007-04-24 Thread Eric Fitzgerald

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39354 

There is a bug with tech_is_available such that when you have a tech who's
root_req is itself and you assign the tech with a nations init_tech the
server fails on an assert failure.  The problem was two fold in that you
could not simply do a check as the client loved using tech_is_available
while pplayer was null.  Below is a fix for the function, this is in
common/tech.c

bool tech_is_available(const struct player *pplayer, Tech_type_id id)
{
  int i;

  if (!tech_exists(id)) {
return FALSE;
  }

  if (advances[id].root_req == id) {
if (pplayer  pplayer-nation) {
  for (i = 0; i  MAX_NUM_TECH_LIST; i++) {
if (pplayer-nation-init_techs[i] == A_LAST) {
  break;
}
if (pplayer-nation-init_techs[i] == id) {
  return TRUE;
}
  }
  return FALSE;
} else {
  return TRUE;
}
  }


  if (advances[id].root_req != A_NONE
   get_invention(pplayer, advances[id].root_req) != TECH_KNOWN) {
/* This tech requires knowledge of another tech before being
 * available. Prevents sharing of untransferable techs. */
return FALSE;
  }
  return TRUE;
}

There is a bug with tech_is_available such that when you have a tech whos root_req is itself and you assign the tech with a nations init_tech the server fails on an assert failure. The problem was two fold in that you could not simply do a check as the client loved using tech_is_available while pplayer was null. Below is a fix for the function, this is in common/tech.c
bool tech_is_available(const struct player *pplayer, Tech_type_id id){ int i; if (!tech_exists(id)) { return FALSE; } if (advances[id].root_req == id) { if (pplayer  pplayer-nation) {
 for (i = 0; i  MAX_NUM_TECH_LIST; i++) { if (pplayer-nation-init_techs[i] == A_LAST) { break; } if (pplayer-nation-init_techs[i] == id) { return TRUE;
 } } return FALSE; } else { return TRUE; } }  if (advances[id].root_req != A_NONE  get_invention(pplayer, advances[id].root_req) != TECH_KNOWN) {
 /* This tech requires knowledge of another tech before being * available. Prevents sharing of untransferable techs. */ return FALSE; } return TRUE;} 
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[Freeciv-Dev] (PR#39355) 2.1.0b3 Save Local Options doesn't save global worklists any longer

2007-04-24 Thread Kevin Benton

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39355 

I use global worklists to make playing a longer game go much more
quickly.  My challenge is that Save Local Options no longer saves the
global worklists.  It would be wise to verify what else doesn't get
saved that probably should.


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[Freeciv-Dev] (PR#39356) RFE: Ability to save/load startup options for client

2007-04-24 Thread Kevin Benton

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39356 

It would really help to be able to save the server options from the
client when starting a game, especially for those of us who like to play
similar styles of games to master play types.


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[Freeciv-Dev] (PR#39357) 2.1.0b4: CRASH when trying to edit global worklists

2007-04-24 Thread Kevin Benton

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39357 

Freeciv crashed when I tried to create a worklist.  I had just loaded a
saved game from 2.1.0b3, attempted to add a worklist (knowing that there
were none), then FC crashed.


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