[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-12 Thread Matthias Pfafferodt

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.

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[Freeciv-Dev] [patch #1391] new code to generate stats (graphics)

2010-01-12 Thread Matthias Pfafferodt

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).


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[Freeciv-Dev] [bug #15061] SDL: crash in hurry production dialog.

2010-01-12 Thread pepeto

Update of bug #15061 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 
 Release:  2.1.10 = 2.1.11 


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[Freeciv-Dev] [bug #15061] SDL: crash in hurry production dialog.

2010-01-12 Thread pepeto

Update of bug #15061 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15093] Hut messages not localized

2010-01-12 Thread pepeto

Update of bug #15093 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15057] Default diplomatic state is always war

2010-01-12 Thread pepeto

Update of bug #15057 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15091] Free units are not listed in the unit report

2010-01-12 Thread pepeto

Update of bug #15091 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15041] Cannot free the fortify order

2010-01-12 Thread pepeto

Update of bug #15041 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15042] Keymap doesn't work

2010-01-12 Thread pepeto

Update of bug #15042 (project freeciv):

  Status:  Ready For Test = In Progress

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Follow-up Comment #2:

Doesn't work well...  Need more investigation.


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[Freeciv-Dev] [patch #1402] Rework the view menu

2010-01-12 Thread pepeto

Update of patch #1402 (project freeciv):

  Status:  Ready For Test = In Progress

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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...


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[Freeciv-Dev] [bug #15094] Small typo in server/commands.c

2010-01-12 Thread pepeto

Update of bug #15094 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-12 Thread kinetic

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

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[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-12 Thread pepeto

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?


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