[Freeciv-Dev] [bug #16209] engineers revert to maximum task time upon reloading game
URL: http://gna.org/bugs/?16209 Summary: engineers revert to maximum task time upon reloading game Project: Freeciv Submitted by: None Submitted on: Tuesday 06/29/2010 at 17:14 CEST Category: freeciv.org Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: bin...@virgin.net Open/Closed: Open Release: 2.2.1 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: Engineer and worker units revert to the maximum task time upon quitting and reloading the game. Save attached. My operating system is Windows xp. ___ File Attachments: --- Date: Tuesday 06/29/2010 at 17:14 CEST Name: civgame-T0269-Y01788-manual.sav.gz Size: 234kB By: None http://gna.org/bugs/download.php?file_id=9386 ___ Reply to this item at: http://gna.org/bugs/?16209 ___ 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] [patch #1710] settlers and workers can be veterans
Update of patch #1710 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #7: I would like to apply file #9355 next weekend if there are no objections. The patch moves some hardcoded values into the ruleset. Thus, at least a hint to update the supplemental ruleset(s) will be needed. ___ Reply to this item at: http://gna.org/patch/?1710 ___ 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 #16206] Impossible to play on-line with the new interface
Follow-up Comment #4, bug #16206 (project freeciv): the attached patch adds a separate option to merge the two notebooks (messages and map) if you apply the client setting 'options - local clients - Arrange widgets for small displays' in full-screen mode then you can no longer close full-screen mode. Could you tell me which patch cased this behavior? Does it happen with 2.2.1 or only with S2_2? It seems that resolving this ticket would require at least changing defaults to better values (is Arrange widgets for small display default, or why Pepeto was hit with this?) and maybe adding new settings. The default for 'Arrange widgets for small display' is FALSE. Thus, it should be deactivated by default. (file #9388) ___ Additional Item Attachment: File name: 20100629-06-trunk-separate-option-to-merge-the-message-and-the-map-not.patch Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?16206 ___ 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] Longturn Freeciv
Hello everyone, First, I'd like to say that you've done a nice job on the latest release of Freeciv. I also see that some nice progress on longturn Freeciv has been done. Longturn is something that I think has a lot of potential, and is something that I think could be improved a lot. In particular, I would like Longturn games to have more MMO-properties, such as more players, longer-running games and some changes to the game rules. Here are some questions about that: * New players: How is continuous new player spawning implemented, and how does new players effect the game-balance? How can a new player compete against another player who has played for example 500 turns already? * Very large maps: For Longturn games, I think it should be possible to have much larger maps. This would allow many more players to play simulaneously. There seems to be a limit of 256x256 tiles at the moment. I have done some experiments with maps of 1024x1024 tiles, but I get mostly segmentation faults. * Large number of simultaneous playsers: What are the main limitations be for having a very large ammount of players at the same time? Some objects and bitvectors set sime limitations here. Also, there aren't enough flags to have a very large number of players. * Server architecture: The current single-threaded architecture of the Freeciv server will also be a limitation for large Longturn games. The server should probably be multithreaded to be more scalable. Would this be realistic? -- Andreas R. http://www.freeciv.net/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1720] tilesperplayer option
URL: http://gna.org/patch/?1720 Summary: tilesperplayer option Project: Freeciv Submitted by: syntron Submitted on: Mittwoch 30.06.2010 um 00:36 Category: general Priority: 3 - Low Status: Ready For Test Privacy: Public Assigned to: syntron Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: do not set the size but the amount of tiles per player based on the autosize patch by pepeto for warclient ___ File Attachments: --- Date: Mittwoch 30.06.2010 um 00:36 Name: 20100629-07-trunk-tilesperplayer-option.patch Size: 8kB By: syntron http://gna.org/patch/download.php?file_id=9389 ___ Reply to this item at: http://gna.org/patch/?1720 ___ 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 #16080] The Great Wall affects all units which is staying out of City
Follow-up Comment #3, bug #16080 (project freeciv): Here's the essence of an alternative fix, which adds requirements to the effects rather than changing the semantics of EFT_DEFEND_BONUS in the code. I'm not sure I don't prefer your fix, though. EFT_DEFEND_BONUS is already pretty tightly tied to implementing city walls or similar city defences, so it probably doesn't hurt. Plus your fix could be back-ported to S2_1 if desired, whereas mine couldn't (the CityTile universal doesn't exist on S2_1 IIRC). (file #9391) ___ Additional Item Attachment: File name: S2_2-greatwall-effect.diff Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?16080 ___ 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 #16080] The Great Wall affects all units regardless of whether they're inside cities
Update of bug #16080 (project freeciv): Summary: The Great Wall affects all units which is staying out of City = The Great Wall affects all units regardless of whether they're inside cities ___ Reply to this item at: http://gna.org/bugs/?16080 ___ 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 #16209] engineers revert to maximum task time upon reloading game
Update of bug #16209 (project freeciv): Status:None = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?16209 ___ 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 #16209] engineers revert to maximum task time upon reloading game
Update of bug #16209 (project freeciv): Assigned to:None = jtn Planned Release: = 2.2.2 ___ Follow-up Comment #1: Oops. Introduced by me in r17405 (bug #15744), so a regression from 2.2.0. Fix attached. The bug is in loading, not saving, so savegames created with a broken version will load correctly into a fixed version. (file #9392, file #9393) ___ Additional Item Attachment: File name: S2_2-activity-count-load.diff Size:1 KB File name: trunk-activity-count-load.diff Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?16209 ___ 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 #16209] engineers revert to maximum task time upon reloading game
Update of bug #16209 (project freeciv): Category: freeciv.org = None ___ Reply to this item at: http://gna.org/bugs/?16209 ___ 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 #16206] Impossible to play on-line with the new interface
Follow-up Comment #5, bug #16206 (project freeciv): you can no longer close full-screen mode. Could you tell me which patch caused this behavior? Does it happen with 2.2.1 or only with S2_2? I have version 2.2.1 on Windows ___ Reply to this item at: http://gna.org/bugs/?16206 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev