[Freeciv-Dev] [bug #16339] The Allies Only button
Follow-up Comment #2, bug #16339 (project freeciv): + Send to Allies Only : Send to Everyone); I always find labels like this ambiguous. Does it mean that Send to Allies Only is enabled, or will be enabled after i press a button with this label? ___ Reply to this item at: http://gna.org/bugs/?16339 ___ 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 #1794] unify check for ai functions
Update of patch #1794 (project freeciv): Assigned to: syntron = cazfi ___ Follow-up Comment #3: I had in mind macro CALL_AI_FUNC() that would both check existence of the function and call it. That was also my first idea. But then all functions must follow an identical typedef, or? No. It should be possible with variable arguments. I'll give it a try. (btw. What are our current standards about assigning own patches to self? I noticed that you had taken this one already) ___ Reply to this item at: http://gna.org/patch/?1794 ___ 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 #1793] call_incident() never fallbacks to violators function
Update of patch #1793 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1793 ___ 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 #1792] Move ai function pointer setting to ai code
Follow-up Comment #6, patch #1792 (project freeciv): I guess the prefix fcai should be fc_ai, according to the most functions using this prefix. Ok, though most other functions with such a name belong to utility, and this one refers to ai module name. (file #9662) ___ Additional Item Attachment: File name: DefaultAiInit_1792-3.diff Size:5 KB ___ Reply to this item at: http://gna.org/patch/?1792 ___ 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 #12, bug #16206 (project freeciv): That was actually what I tried to explain. ___ Reply to this item at: http://gna.org/bugs/?16206 ___ 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 #1778] [interface][ai] define the ai via the new interface
Follow-up Comment #5, patch #1778 (project freeciv): save the AI type of the player in the savefile (only for version 2) I'm going to add identification string for ai types (current one would be default). This string should be what gets saved. ___ Reply to this item at: http://gna.org/patch/?1778 ___ 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 #1797] Move amortize() to advtools.c
URL: http://gna.org/patch/?1797 Summary: Move amortize() to advtools.c Project: Freeciv Submitted by: cazfi Submitted on: Monday 08/02/2010 at 12:03 Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: This patch adds new files advtools.[ch] and initially populates them with amortize(). ___ File Attachments: --- Date: Monday 08/02/2010 at 12:03 Name: AmortizeMove.diff Size: 7kB By: cazfi http://gna.org/patch/download.php?file_id=9663 ___ Reply to this item at: http://gna.org/patch/?1797 ___ 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 #16348] Observing immediately crashes gtk2 client
URL: http://gna.org/bugs/?16348 Summary: Observing immediately crashes gtk2 client Project: Freeciv Submitted by: cazfi Submitted on: Monday 08/02/2010 at 15:17 Category: None Severity: 5 - Blocker Priority: 1 - Later Status: None Assigned to: None Originator Email: Open/Closed: Open Release: TRUNK r17637 Discussion Lock: Any Operating System: None Planned Release: ___ Details: 1. Start client 2. Start New Game 3. Type /observe to chat window Client crashes Maybe related thing is that selecting player from the pregame list and left clicking crashes as well. ___ Reply to this item at: http://gna.org/bugs/?16348 ___ 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 #1798] No AI function pointers to advisor functions
URL: http://gna.org/patch/?1798 Summary: No AI function pointers to advisor functions Project: Freeciv Submitted by: cazfi Submitted on: Monday 08/02/2010 at 15:32 Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: Do not access advisor functions through ai function pointers. 1. Those functions have to be available always, not only when there is some ai type associated to player 2. This makes it possible to unify calling ai functions through pointers. There can (and basically must) always be check that player really is AI controlled. ___ File Attachments: --- Date: Monday 08/02/2010 at 15:32 Name: AiFuncsToAiOnly.diff Size: 6kB By: cazfi http://gna.org/patch/download.php?file_id=9664 ___ Reply to this item at: http://gna.org/patch/?1798 ___ 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 #1798] No AI function pointers to advisor functions
Update of patch #1798 (project freeciv): Depends on: = patch #1792 ___ Reply to this item at: http://gna.org/patch/?1798 ___ 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 #1794] unify check for ai functions
Update of patch #1794 (project freeciv): Depends on: = patch #1798 ___ Reply to this item at: http://gna.org/patch/?1794 ___ 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 #1794] CALL_AI_FUNC macro
Update of patch #1794 (project freeciv): Summary: unify check for ai functions = CALL_AI_FUNC macro ___ Reply to this item at: http://gna.org/patch/?1794 ___ 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 #1756] Rename civmanual as freeciv-manual
Update of patch #1756 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1756 ___ 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 #16349] Unrealistic and boring nuclear combat
URL: http://gna.org/bugs/?16349 Summary: Unrealistic and boring nuclear combat Project: Freeciv Submitted by: kazeevn Submitted on: Понедельник 02.08.2010 at 14:08 Category: general Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 17608 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Default nuclear combat is significantly different from real: - no city improvements are destroyed - no terraforming occur (even forests are not burnt). That makes a nuclear war far less terrific, then it should be. So here, in the patch, small and big nukes are introduced. - small nuke. The same cruise missile with warhead. Destroys target in one hit, produces a square of fallout, harms population a bit. - big nuke. 3x3 terraforming to warmer_dryer, city improvements destruction, severe population loses. Code for default Nuclear unit is left almost intact, new units must be introduced through rulesets. ___ File Attachments: --- Date: Понедельник 02.08.2010 at 14:08 Name: nuke_patch.svn.diff Size: 17kB By: kazeevn http://gna.org/bugs/download.php?file_id=9665 ___ Reply to this item at: http://gna.org/bugs/?16349 ___ 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 #1794] CALL_AI_FUNC macro
Additional Item Attachment, patch #1794 (project freeciv): File name: CallAiFunc_1794.diff Size:9 KB ___ Reply to this item at: http://gna.org/patch/?1794 ___ 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 #1794] CALL_AI_FUNC macro
Update of patch #1794 (project freeciv): Status: In Progress = Ready For Test ___ Reply to this item at: http://gna.org/patch/?1794 ___ 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 #1799] Rename data_[init |default|close] as player_[alloc|init|clo se] in AI interface
URL: http://gna.org/patch/?1799 Summary: Rename data_[init|default|close] as player_[alloc|init|close] in AI interface Project: Freeciv Submitted by: cazfi Submitted on: Monday 08/02/2010 at 17:36 Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: Current AI implementation creates objects named ai_data when new player is added and AI interface has accordingly named function pointers. This makes no sense for generic case where AI implementation wants to do something else when new player is created. Attached patch adjust interface for generic case data_init - player_alloc data_default - player_init data_close - player_close ___ File Attachments: --- Date: Monday 08/02/2010 at 17:36 Name: RenameDataInitAsPlayerInit.diff Size: 3kB By: cazfi http://gna.org/patch/download.php?file_id=9667 ___ Reply to this item at: http://gna.org/patch/?1799 ___ 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 #1799] Rename data_[init |default|close] as player_[alloc|init|clo se] in AI interface
Update of patch #1799 (project freeciv): Depends on: = patch #1794 ___ Reply to this item at: http://gna.org/patch/?1799 ___ 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 #1800] Move AI city building code from autosettlers.c to aisettler.c
URL: http://gna.org/patch/?1800 Summary: Move AI city building code from autosettlers.c to aisettler.c Project: Freeciv Submitted by: cazfi Submitted on: Monday 08/02/2010 at 18:00 Category: ai Priority: 5 - Normal Status: In Progress Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: ___ File Attachments: --- Date: Monday 08/02/2010 at 18:00 Name: CityBuildingAi.diff.bz2 Size: 5kB By: cazfi http://gna.org/patch/download.php?file_id=9668 ___ Reply to this item at: http://gna.org/patch/?1800 ___ 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 #1800] Move AI city building code from autosettlers.c to aisettler.c
Update of patch #1800 (project freeciv): Depends on: = patch #1799 ___ Reply to this item at: http://gna.org/patch/?1800 ___ 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 #1800] Move AI city building code from autosettlers.c to aisettler.c
Update of patch #1800 (project freeciv): Depends on: = patch #1797 ___ Reply to this item at: http://gna.org/patch/?1800 ___ 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 #1801] Call ai_data_analyze_rulesets through AI function pointer interface
URL: http://gna.org/patch/?1801 Summary: Call ai_data_analyze_rulesets through AI function pointer interface Project: Freeciv Submitted by: cazfi Submitted on: Monday 08/02/2010 at 18:22 Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: ___ File Attachments: --- Date: Monday 08/02/2010 at 18:22 Name: AnalyzeRulesets2AiInterface.diff Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=9669 ___ Reply to this item at: http://gna.org/patch/?1801 ___ 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 #1801] Call ai_data_analyze_rulesets through AI function pointer interface
Update of patch #1801 (project freeciv): Depends on: = patch #1794 ___ Reply to this item at: http://gna.org/patch/?1801 ___ 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 #1802] Move ai/ailog.[ch] as server/srv_log.[ch]
URL: http://gna.org/patch/?1802 Summary: Move ai/ailog.[ch] as server/srv_log.[ch] Project: Freeciv Submitted by: cazfi Submitted on: Monday 08/02/2010 at 18:43 Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: Files should be moved (or 'svn mv'd when committing this) before applying the patch. ___ File Attachments: --- Date: Monday 08/02/2010 at 18:43 Name: SrvLog.diff Size: 12kB By: cazfi http://gna.org/patch/download.php?file_id=9670 ___ Reply to this item at: http://gna.org/patch/?1802 ___ 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 #1802] Move ai/ailog.[ch] as server/srv_log.[ch]
Update of patch #1802 (project freeciv): Depends on: = patch #1800 ___ Reply to this item at: http://gna.org/patch/?1802 ___ 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 #1803] Tool: Map Importer (from Civ4 to Freeciv)
URL: http://gna.org/patch/?1803 Summary: Tool: Map Importer (from Civ4 to Freeciv) Project: Freeciv Submitted by: None Submitted on: lunes 02/08/10 at 17:49 CEST Category: editor Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: dfer...@terra.es Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: === Freeciv Map Importer (from Civ4 to Freeciv) - released v0.1 === I have finally coded in java this tool I was talking about, and I added a simple UI, to create fully functional Freeciv scenarios for V2.2, imported from Civ4 Maps. From the Readme: [quote]General Information === This tool converts Civ4 maps to Freeciv playable scenarios. Usage - 1- Select a Civ4 Map File, to import the terrain types and starting possitions. There are 4 options to import the Rivers (from tile joints, to center of tiles): NW, NE, SW, SE. 2- Select a Freeciv scenario, to import the Freeciv scenario options. You may customize the Name and Description of the scenario. 3- Save As with the desired name, and .sav extension. If you copy the resultant file to the folder Freeciv\data\scenario\, you will see it in game. Installation Unzip to a directory. You need a 'Java JRE', http://java.sun.com or clone. Make sure the java JRE is in your path environment Running --- In a command window, execute: java -jar MapImporter.jar Alternatively - Windows users: Execute MapImporter.bat Linux users: Run shell script MapImporter[/quote] I suggest to test the Importer with these Earth Maps: (Search the files with extension .CivBeyondSwordWBSave, and use the default River alignment to N-E in the MapImporter) 1) Giant Earth Map by Genghis_Kai 210x90: http://forums.civfanatics.com/downloads.php?do=fileid=7790 2) Earth Map by Rhye 124x68: http://forums.civfanatics.com/downloads.php?do=fileid=175 ___ File Attachments: --- Date: lunes 02/08/10 at 17:49 CEST Name: FreecivMapImporter-0.1.zip Size: 23kB By: None http://gna.org/patch/download.php?file_id=9671 ___ Reply to this item at: http://gna.org/patch/?1803 ___ 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 #16348] Observing immediately crashes gtk2 client
Follow-up Comment #1, bug #16348 (project freeciv): 1. Start client 2. Start New Game 3. Type /observe to chat window Fixed by 0002-fix-observer.patch; the pointers to the player struct there not set to NULL at the time the player was freed. Maybe related thing is that selecting player from the pregame list and left clicking crashes as well. This is related to player names pointers. 0001-fix-client-crash-due-to-undefined-team-names.patch0015-fix-use-of-null-pointer-in-pages.c.patch fixes the crash. It does not restores the old behaviour. Not all team names are listed in the selection menu. (file #9672, file #9673) ___ Additional Item Attachment: File name: 0001-fix-client-crash-due-to-undefined-team-names.patch Size:1 KB File name: 0002-fix-observer.patchSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?16348 ___ 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 #1794] CALL_AI_FUNC macro
Follow-up Comment #4, patch #1794 (project freeciv): No. It should be possible with variable arguments. I'll give it a try. This will not work for enum unit_move_result (*auto_explorer)(struct unit *punit); but this function will be moved to advisor, or? (btw. What are our current standards about assigning own patches to self? I noticed that you had taken this one already) I did take my own patches to get an overview about them and after some time started to apply them myself. It was wrong as some checking of the patches was missing (especially the client side); I will stop. ___ Reply to this item at: http://gna.org/patch/?1794 ___ 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 #1801] Call ai_data_analyze_rulesets through AI function pointer interface
Follow-up Comment #1, patch #1801 (project freeciv): have a look at patch #1785 (for this one see patch #1789) ___ Reply to this item at: http://gna.org/patch/?1801 ___ 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] Holiday
I will be on holiday for the next weeks. Feel free to take over, close, apply (the best possibility!) or do thatever you like with any patch from me or assigned to me (syntron). I hope I did not create that many bugs by applying the new savegame format, the increase map size and the player pointer patches with the changes to the team handling (teams as pointers; team names as pointers). If you have time to review some patches, the dynamic bitvector patch series (https://gna.org/patch/?1775) waits to be applied. Especially the changes in patch #1773: '[dbv][interface] remove tile:tile_seen' (https://gna.org/patch/?1773) affect important code of the client and the server. With this patch the memory requirement of the freeciv server is back to the values before the increase of the possible map size and the number of players (see https://gna.org/patch/?1732). But it is still higher than for S2_2 or even older versions. I will send a second email with some notes about the AI. Good cooding! Matthias -- Matthias Pfafferodt - http://www.mapfa.de Matthias.Pfafferodt at mapfa.de ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] AI
At the moment the AI code is touched again. As I also started to look into this code, I do have some notes/thoughts. I post this here for discussion: * Marko Lindqvist is doing at the moment a separation of the advisor code from the AI code. At the end, the AI should be a separate library which is only accessed via function pointers. This requires that no header file from ./ai/ is included by the server but the definition of the AI(s) (at the moment only defaultai.h) (patch #1709). * Some ai data is saved for players, (units) and cities. This code should only be handled by the AI. Thus, the AI needs to read/write the corresponding parts of the savefile (patch #1784 and patch #1786). If a player is controlled by a human, this data should not be used? (= NULL?). * Perhaps, this will result in some data, which is only needed by the advisor(s). I think, that these data blocks should be saved in player-advisor, unit-advisor or city-advisor. * Can the static definition of the citymap in citymap.c be removed? At the moment it is reused for each player. This means that only one player/AI can use it at one time. Create and store it in player-advisor-citymap and destroy it if it is not needed anymore? It could also be moved into player-server-citymap or even player-ai_data-citymap as only the autosettler code and the AI uses it. (Note: the include of citymap.h in srv_main.c is not needed.) * aisettler.c uses a cachemap. Perhaps this can be replaced by the tile_cache defined in city.c? * Merge all AI functions which analyze the ruleset (data_analyze_rulesets(), update_simple_ai_types()). Call them once per AI (or, if needed, per AI and player). Open for discussion ;-) -- Matthias Pfafferodt - http://www.mapfa.de Matthias.Pfafferodt at mapfa.de ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)
Follow-up Comment #1, patch #1803 (project freeciv): I tested this. It doesn't compress or decompress the freeciv scenario, so you have to decompress a scenario first to properly import the settings. It also always wraps the world E-W, even if you use the Europe scenario as the base. This means that non-wrapping scenario maps aren't compatible. Also, it creates a crazy amount of rivers, I didn't test all the different river settings, but the majority of tiles on the earth maps have rivers on them with the default (NE) setting. ___ Reply to this item at: http://gna.org/patch/?1803 ___ 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 #13620] [Wishlist] Gfx layer about native tiles
Update of bug #13620 (project freeciv): Summary: [Wichlist] Gfx layer about native tiles = [Wishlist] Gfx layer about native tiles ___ Reply to this item at: http://gna.org/bugs/?13620 ___ 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 #1803] Tool: Map Importer (from Civ4 to Freeciv)
Follow-up Comment #2, patch #1803 (project freeciv): True. I didn't know how to add gzip capabilities to my program, I'll try to add it for future versions if people interested. At least, I have verified that non-compressed scenarios do work in Freeciv, so compression is only an improvement. Wrap: I forgot to import the [map] options from the Freeciv scenario, I'll release v0.2 when I fix it. Rivers: in Civ4 if you place rivers in adjacent tiles, you can decide which rivers will be shown connected and which not. That is why Civ4 scenarios include much more tiles with rivers. If you'd import an scenario with less rivers, I guess it would appear better in Freeciv. However, I like those map full of rivers, I even see them more realistic. It is only a visual issue, same than when you see mountains in adjacent tiles joined to each other, instead of seing mountain ranges. It is good enough for me. The option S-W simply would move all the rivers 1 tile to South and 1 tile to the West compared to N-E. It also affects the capability of some rivers to reach the sea that is imo the main problem of the conversion from civ4 to freeciv. Thank you for your tests and comments. ___ Reply to this item at: http://gna.org/patch/?1803 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev