[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected
Follow-up Comment #9, bug #15092 (project freeciv): The original idea was to remove the usage of volatile datas in the calculation (the trade production of a city). Moreover, to allow to know the real value of a trade route on client side, even if at least one of the city is not owned. Is this really the case? If I establish a trade route with another player (no alliance/no shared vision/no unit near this city) my client will not know the current size of this city. Thus, additional information from the server would be needed to calculate the trade output on the client side. Or one could say, that a trade route means information transport and the size of the trade city is allways known. This way it is really a calculation which can be done on the client side. ___ Reply to this item at: http://gna.org/bugs/?15092 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1391] new code to generate stats (graphics)
Follow-up Comment #6, patch #1391 (project freeciv): This patch for generating a animated statistics from a game is exactly a feature I've been looking for, to generate post-game statistcs for http://www.freeciv.net/ I'd like to use this functionality to create an animated .gif to be displayed on the website after the game is finished. Do you have any ideas, plans, or code, for how to trigger your scripts properly once a game has ended, so that the resulting animated .gif will be related to game statistics in a database? At the moment the patch only creates map images. It can be configured to create different types of images (all players, only one player, ...). The animated gif (or mpg/avi/flv) is created by a script. If the server exists after the game ended you could call in a script like # ./ser # civstats2anim options map animation 1 # civstats2anim options map animation 2 # ... # civstats2anim options map animation n This way all animated gifs will be created after the server stops. I've found something similar here: http://munk.wtf.la:5560/game_records.php?game_id=11 Are you the creator of this project also? If so, do you mind sharing the source code? Are all these statics automated? The code for this statistics was created by munk. It is a php script available in the forum (http://forum.freeciv.org/viewtopic.php?t=6128). I created the patch after I read the script and ask myself: Why create a parser for the savegame if we have an excellent one (the freeciv server)? The patch should be seen as a helper for the script. This way the map images as well as statistical data (as civscore.log file or *.csv files for each turn) can be created by the server and used as input for the postprocessing of the played game. I think we should cooperate on this functionality, since I'd like something very similar. On a related note, the Freeciv web client could be used to replay whole games, as well. This would involve setting up an observer player, which stores JSON in a database, which is then replayed to other players when they want a replay. I'm not familiar with the freeciv web client but I think that it would be easier to create a save file for each turn and replay the game loading this files turn by turn and displaying the whole map. This is that the map images do (missing are the exact information about the units and cities). ___ Reply to this item at: http://gna.org/patch/?1391 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15061] SDL: crash in hurry production dialog.
Update of bug #15061 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed Release: 2.1.10 = 2.1.11 ___ Reply to this item at: http://gna.org/bugs/?15061 ___ 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 #15061] SDL: crash in hurry production dialog.
Update of bug #15061 (project freeciv): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?15061 ___ 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 #15093] Hut messages not localized
Update of bug #15093 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?15093 ___ 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 #15057] Default diplomatic state is always war
Update of bug #15057 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?15057 ___ 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 #15091] Free units are not listed in the unit report
Update of bug #15091 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?15091 ___ 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 #15041] Cannot free the fortify order
Update of bug #15041 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?15041 ___ 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 #15042] Keymap doesn't work
Update of bug #15042 (project freeciv): Status: Ready For Test = In Progress ___ Follow-up Comment #2: Doesn't work well... Need more investigation. ___ Reply to this item at: http://gna.org/bugs/?15042 ___ 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 #1402] Rework the view menu
Update of patch #1402 (project freeciv): Status: Ready For Test = In Progress ___ Follow-up Comment #2: Better Fog of War Should this option only be available if it changes something? (i.e for tileset 'hex2t' but not for 'amplio') I need to study the feasibility... ___ Reply to this item at: http://gna.org/patch/?1402 ___ 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 #15094] Small typo in server/commands.c
Update of bug #15094 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?15094 ___ 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 #15092] Trade route revenue lower than expected
Follow-up Comment #10, bug #15092 (project freeciv): The problem, I think, with this is that it will slow the game down a lot, especially the multiplayer game. If you have to wait until you build a railroad or boats before you can trade, it will be at least twice as long before you can set up trade routes, rapture, and move more quickly through the game. As we all know, the multiplayer game is already very long, and I think that the new formula (and pepeto's proposal which is better, but still too low, IMHO) will extend the already 3-5 hour game to 4-6 hours at least, if not more than that. It may cause people to play less, and even now it takes a while to find a game in 2.1, this will only be worse. (note: I've not played a multiplayer 2.2 game, and didn't notice the amount of turns passing in the single player games I've played, so this is speculation) Maybe a division by 6 rather than 8 would be better. These numbers seem much more playable to me. This is what we would get with that ((distance+size1+size2)/6): same island, same player: ((9+3+3)/6)/2=1.25 ((12+6+6)/6)/2=2 ((20+3+3)/6)/2=2.16 ((30+6+6)/6)/2=3.5 ((30+18+18)/6)/2=5.5 different island, same player/same island, different players: ((9+3+3)/6)=2.5 ((12+6+6)/6)=4 ((20+3+3)/6)=4.33 ((30+6+6)/6=7 ((30+18+18)/6)=11 different island, different players: ((9+3+3)/6)*2=5 ((12+6+6)/6)*2=8 ((20+3+3)/6)*2=8.66 ((30+6+6)/6)*2=14 ((30+18+18)/6)*2=22 ___ Reply to this item at: http://gna.org/bugs/?15092 ___ 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 #15092] Trade route revenue lower than expected
Follow-up Comment #11, bug #15092 (project freeciv): Some questions in the goal of creating a new algorithm: * Do you think it's normal or realistic to divide the trade route value by 2 if the owner is not the same? And the trade would increase if you lose a city... Or maybe should it be based on the initial owner? * Do you think it's normal or realistic to multiply by 2 he trade route value if the continent is not the same? ___ Reply to this item at: http://gna.org/bugs/?15092 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev