[Freeciv-Dev] (PR#39349) Another bugwad (bribing, irrigation, goto, ships, tech, courthouse, peace)
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39354) Bug in tech_is_available
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;} ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39355) 2.1.0b3 Save Local Options doesn't save global worklists any longer
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39356) RFE: Ability to save/load startup options for client
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39357) 2.1.0b4: CRASH when trying to edit global worklists
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev