[Freeciv-Dev] [patch #1807] Update AC_INIT and AM_INIT_AUTOMAKE to new form

2010-08-08 Thread Marko Lindqvist

Follow-up Comment #6, patch #1807 (project freeciv):

This seems to be caused by echo not supporting -n. Even if that's not your
current problem, it would cause problems for some users. So I'm committing
attached fix immediately as compile fix.

(file #9737)
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Additional Item Attachment:

File name: EchoNFix.diff  Size:0 KB


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[Freeciv-Dev] [bug #16383] Should RiverNative units be able to move diagonally / cross-continent, as currently?

2010-08-08 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16383

 Summary: Should RiverNative units be able to move diagonally
/ cross-continent, as currently?
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 08/08/10 at 10:08
Category: None
Severity: 3 - Normal
Priority: 1 - Later
  Status: Need Info
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Observations on playing with experimental ruleset on trunk (but presumably
affects implementation of RiverNative on S2_2 too):

Currently, RiverNative units (Triremes) can always move diagonally between
river squares. This is unlike the effects of rivers on land units, which are
governed by river_move_mode, which is usually set to require movement
strictly along rivers (prohibiting diagonal movement).

As well as reducing movement costs, if two river sources are diagonally
adjacent, this allows a Trireme to go from one side of a continent to another
along rivers. This seems excessively powerful.

Question 1: should RiverNative be influenced by river_move_mode (or by a
separate but similar enumeration in the ruleset), or should it stay as it
is?

Secondly, it's possible for cities adjacent to (not on) river squares to
produce RiverNative units. This implies that such units can move through such
cities. This makes it possible in some circumstances for a city to bridge
two rivers to allow cross-continent movement. Even if we fix diagonal
movement, there will still be circumstances where this is possible.

Question 2: should cities have to be *on* a river square in order to
produce/contain RiverNative units? (Combined with 1, I think this would plug
the cross-continent hole.)

Question 3: if we are changing this, should we change it on S2_2 also? Are
there any significant rulesets which use RiverNative yet which would be upset
by such a change?

I had a look at the original ticket where this was implemented (RT #40396
http://bugs.freeciv.org/Ticket/Display.html?id=40396) and didn't find any
rationale in this area.




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[Freeciv-Dev] [bug #16326] fix compiler warning for non-debugging builds in packet.c

2010-08-08 Thread pepeto

Update of bug #16326 (project freeciv):

 Assigned to: syntron = pepeto 


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[Freeciv-Dev] [bug #16325] fix compiler warning for non-debugging builds in city.c

2010-08-08 Thread pepeto

Update of bug #16325 (project freeciv):

 Assigned to: syntron = pepeto 


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[Freeciv-Dev] [bug #16382] Breakage: First unit move in new turn lags

2010-08-08 Thread pepeto

Follow-up Comment #1, bug #16382 (project freeciv):

Unfortunately, increasing the number of players or the size of the map
increase the lag, which is already very huge. Mainly, the server is delayed
by the AI. The client makes very numerous useless actions (like doing 10
times the same action whereas nothing changed, or doing action for every
packet field whereas only 1 field changed (and the client knows it before
testing it!)).

I made some improvement in the treatment of the client, but there is still
lot of things to do. In the server, that's also right, notably the server
systematically wait for the DNS of every connection which can block the
server for several seconds.


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[Freeciv-Dev] [bug #16003] trunk client crashes on connect to 2.2.0 server

2010-08-08 Thread pepeto

Update of bug #16003 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release:2.2.2, 2.3.0 = 2.2.2, 2.2.3, 2.3.0

___

Follow-up Comment #10:

I have made a big mistake treating this ticket. The ping sent when the server
receives a new connection is very useful to unsure the connection is really a
Freeciv client for example.

For S2_2:
* It needs to revert the patch I applied.

For trunk:
* Changing the packet number for PACKET_CONN_PING and PACKET_CONN_PONG to the
old value. Adjusting others.
* Add a message for packets PACKET_PROCESSING_STARTED,
PACKET_PROCESSING_FINISHED, PACKET_SERVER_JOIN_REQ, PACKET_SERVER_JOIN_REPLY,
PACKET_CONN_PING and PACKET_CONN_PONG to unsure their number won't change
anymore.
* Unsure in the client that the only packets received when the connection is
not fully established are PACKET_CONN_PING, PACKET_PROCESSING_STARTED,
PACKET_PROCESSING_FINISHED or PACKET_SERVER_JOIN_REPLY.


(file #9738)
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[Freeciv-Dev] [bug #16318] strict aliasing and warnings

2010-08-08 Thread pepeto

Update of bug #16318 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.3.0  

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Follow-up Comment #3:

Updated and modified your patch against current trunk.


(file #9739)
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File name: trunk_fix_compilation_warnings.diff Size:10 KB


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[Freeciv-Dev] [bug #16308] Great Wall protects wrong units

2010-08-08 Thread pepeto

Update of bug #16308 (project freeciv):

  Status:None = Confirmed  

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Follow-up Comment #1:

I confirm this is buggy. However, I am out of idea about how we could fix
that.


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[Freeciv-Dev] [bug #16288] poedit doesn't like freeciv.pot

2010-08-08 Thread pepeto

Update of bug #16288 (project freeciv):

  Status:None = Need Info  

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Follow-up Comment #1:

Does this only affect the id.po file?


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[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set

2010-08-08 Thread pepeto

Update of bug #16164 (project freeciv):

Priority:  5 - Normal = 3 - Low

___

Follow-up Comment #1:

'ai' is a better category for your report. I think it should be possible to
change this. However, do you have a samegame to do the tests? That would be
very useful.


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[Freeciv-Dev] [bug #16178] go-to doesn't function properly for triremes (all sea units?)

2010-08-08 Thread pepeto

Update of bug #16178 (project freeciv):

  Status:None = Need Info  

___

Follow-up Comment #4:

Are you sure the tiles you cannot enter with your trireme are not deep
ocean type when you press the middle button of the mouse on them? Else, can
you explain what happen if you attempt to move to that tiles with the
keyboard arrows?


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[Freeciv-Dev] [bug #16263] Scrolled overview map for large maps

2010-08-08 Thread pepeto

Update of bug #16263 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #16255] Full-Screen Troubles

2010-08-08 Thread pepeto

Follow-up Comment #1, bug #16255 (project freeciv):

Did you test 2.2.2. Does the new interface fix your problem?

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[Freeciv-Dev] [bug #16384] Ruleset version and Scenario Game

2010-08-08 Thread J. M. Gorbach

URL:
  http://gna.org/bugs/?16384

 Summary: Ruleset version and Scenario Game
 Project: Freeciv
Submitted by: gorb
Submitted on: Sunday 08/08/2010 at 12:18
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Click - Start Scenario Game
Select map - Europe-200x100-v2.sav.gz (or other)
Select ruleset version - Realism or another (WW2, MiddleAge, Galactic
Ruleset, etc.)

Result: ''rulesetdir: This setting can't be modified after the game has
started.''

Click START, but the ruleset version charges is DEFAULT.




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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-08-08 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16385

 Summary: Consider changing how base ownership works to avoid
problems with buoys
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 08/08/10 at 13:22
Category: None
Severity: 1 - Wish
Priority: 1 - Later
  Status: Need Info
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Something I've been thinking for a while, but been reminded about by a
discussion on the forum
http://forum.freeciv.org/viewtopic.php?p=25935#25935:

Buoys provide vision to a specific nation, so it's necessary to somehow track
who they belong to. This is currently implemented by re-using the
border/ownership mechanism: the tile with the buoy on becomes part of the
nation's territory (likely an isolated tile).

This implementation causes various gameplay issues:
* Nations at peace with the buoy owner can't move into the buoy square. This
allows obstructive nations to block off arbitrary parts of the ocean or
straits with lines of buoys (which are cheap to build).
* Buoys act as sea bases for the purpose of reducing unhappiness in
representative governments; buoys can be built at will anywhere in the world,
and sea units and transported land units can use that tile as a base from
which to carry out an aggressive campaign without the usual penalties.
* Unless playing with foggedborders, all players can deduce the location of a
nation's buoys as soon as they are built.
I assume these are all unintended consequences.

IMO it would be better if there were a separate way to track ownership for
bases without creating borders.

I don't think this new ownership concept needs to be per-base -- it's OK for
all bases on a tile to have to belong to the same nation, and change
ownership en masse -- so this probably means a change to the per-tile
structure (which probably rules out changing this in S2_2).

I also don't think it makes sense for a base to be inside one nation's
borders but belong to another, so continuing with a single owner field
should suffice; an additional per-tile flag borders stating whether owner
claims borders or is merely deriving benefits from any bases will suffice, I
think.

I haven't thought this through exhaustively, but some implementation
thoughts:
* The definition of borders will be changed to treat tiles with a zero
borders flag as unclaimed territory, regardless of who owner is
(currently this is signalled by a null owner);
* When borders recede (e.g., city destroyed), the owner field is *not*
cleared.
** So a buoy near a city that is destroyed continues to give benefits to that
city's erstwhile owner.
** This leaves some dead but client-visible information in tiles without
bases (effectively, the last claimant of that tile). If that's undesirable,
the borders code could instead carefully clear owners except on tiles with
all relevant bases, with the same effect.
* Pillaging an owned base on unclaimed territory will not automatically be an
act of war against the owner as far as diplomatic states are concerned; it's
undefended and in international waters, thus fair game. (But of course, in
the case of a buoy, they probably saw you coming, and are free to take
exception to that.)
** Slightly unsure about this, but I think something of the sort is necessary
for balance. Perhaps it could at least be a diplomatic incident (excuse for
war) like certain Diplomat/Spy actions.
* The client UI would need to distinguish base and tile ownership in the tile
middle-click popup.

Comments? Objections?




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[Freeciv-Dev] [bug #16384] Ruleset version and Scenario Game

2010-08-08 Thread pepeto

Follow-up Comment #1, bug #16384 (project freeciv):

As the scenario contains a map that claim ruleset infos (the definitions of
the terrain types and ressources), then it's impossible to overload with
another ruleset, because it could be non-compatible with the original one. I
am afraid your report cannot be satisfied.

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[Freeciv-Dev] [patch #1804] Move advisor movement code from ai to advisors

2010-08-08 Thread Marko Lindqvist

Follow-up Comment #2, patch #1804 (project freeciv):

Actually this patch does not fully satisfy needs of autoexplorers, but I
leave that to another ticket.

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[Freeciv-Dev] [patch #1804] Move advisor movement code from ai to advisors

2010-08-08 Thread Marko Lindqvist

Update of patch #1804 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #1821] Change TRUNK datasubdir to be dev

2010-08-08 Thread Marko Lindqvist

Update of patch #1821 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #16215] Received VOTE_SUBMIT(149) from observer

2010-08-08 Thread pepeto

Update of bug #16215 (project freeciv):

Category:None = client 
Severity:  3 - Normal = 2 - Minor  
Priority:   1 - Later = 3 - Low
  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.2.3, 2.3.0   

___

Follow-up Comment #1:

Fix attached to prevent the client to send that packet if it is not attached
to a player or observing. Unfortunately, this error message will still be
displayed if the client is out of synchronization.


(file #9740)
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[Freeciv-Dev] [patch #1826] Store advisors related city data separately from ai data

2010-08-08 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1826

 Summary: Store advisors related city data separately from ai
data
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sunday 08/08/2010 at 16:23
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 splits from ai_data structure new structure adv_data for advisors
related data (data that is needed even when player is not ai)



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File Attachments:


---
Date: Sunday 08/08/2010 at 16:23  Name: CityAdv.diff  Size: 14kB   By: cazfi

http://gna.org/patch/download.php?file_id=9741

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[Freeciv-Dev] [patch #1826] Store advisors related city data separately from ai data

2010-08-08 Thread Marko Lindqvist

Update of patch #1826 (project freeciv):

  Depends on: = patch #1825


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[Freeciv-Dev] [patch #1825] AI City interface improvements

2010-08-08 Thread Marko Lindqvist

Update of patch #1825 (project freeciv):

  Status:None = Ready For Test 


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[Freeciv-Dev] [bug #16386] Setting 'aifill' produce an error message

2010-08-08 Thread pepeto

URL:
  http://gna.org/bugs/?16386

 Summary: Setting 'aifill' produce an error message
 Project: Freeciv
Submitted by: pepeto
Submitted on: dimanche 08.08.2010 à 13:34
Category: general
Severity: 2 - Minor
Priority: 3 - Low
  Status: Ready For Test
 Assigned to: pepeto
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

___

Details:

When aifill fails to remove enough players (because there are human or
created ones), it results the following message:

1: Could only reduce the number of players to 1 (requested: 0)
+verbatim-




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File Attachments:


---
Date: dimanche 08.08.2010 à 13:34  Name: trunk_aifill_error_msg.diff  Size:
547 o   By: pepeto

http://gna.org/bugs/download.php?file_id=9742

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[Freeciv-Dev] [bug #16375] Buoy created inside national borders has no vision effect until save/load

2010-08-08 Thread Jacob Nevins

Update of bug #16375 (project freeciv):

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


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[Freeciv-Dev] [patch #1827] README.distributions

2010-08-08 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1827

 Summary: README.distributions
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sunday 08/08/2010 at 17:23
Category: docs
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 initial version of README.distributions document. Plan is to
collect to it stuff that people packaging Freeciv for their distribution
should know.



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File Attachments:


---
Date: Sunday 08/08/2010 at 17:23  Name: ReadmeDistributions.diff  Size: 2kB  
By: cazfi

http://gna.org/patch/download.php?file_id=9743

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[Freeciv-Dev] [patch #1807] Update AC_INIT and AM_INIT_AUTOMAKE to new form

2010-08-08 Thread Daniel Markstedt

Follow-up Comment #8, patch #1807 (project freeciv):

Thanks Marko. Configure is working again on my machine as of r17680.

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[Freeciv-Dev] [patch #1440] Anishinaabe nation

2010-08-08 Thread J.M. Maalderink

Update of patch #1440 (project freeciv):

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


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[Freeciv-Dev] [patch #1441] Holy Roman Empire

2010-08-08 Thread J.M. Maalderink

Update of patch #1441 (project freeciv):

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


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[Freeciv-Dev] [patch #1442] South Vietnamese nation

2010-08-08 Thread J.M. Maalderink

Update of patch #1442 (project freeciv):

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


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[Freeciv-Dev] [patch #1828] Improved Mexican ruleset

2010-08-08 Thread J.M. Maalderink

URL:
  http://gna.org/patch/?1828

 Summary: Improved Mexican ruleset
 Project: Freeciv
Submitted by: mixcoatl
Submitted on: Sunday 08/08/2010 at 18:25
Category: rulesets
Priority: 4
  Status: None
 Privacy: Public
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

More leaders, more cities, ruler titles and a larger description.



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File Attachments:


---
Date: Sunday 08/08/2010 at 18:25  Name: mexican.ruleset  Size: 6kB   By:
mixcoatl

http://gna.org/patch/download.php?file_id=9744

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[Freeciv-Dev] [patch #1829] Improved Soviet ruleset

2010-08-08 Thread J.M. Maalderink

URL:
  http://gna.org/patch/?1829

 Summary: Improved Soviet ruleset
 Project: Freeciv
Submitted by: mixcoatl
Submitted on: Sunday 08/08/2010 at 18:29
Category: rulesets
Priority: 4
  Status: None
 Privacy: Public
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

The current Soviet nation includes only communist era names, which means that
not even Moscow is included, which I thought is a bit weird. I added a lot of
major cities that were not included yet.

I also think the flag should be changed to a somewhat darker red.



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File Attachments:


---
Date: Sunday 08/08/2010 at 18:29  Name: soviet.ruleset  Size: 2kB   By:
mixcoatl

http://gna.org/patch/download.php?file_id=9745

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[Freeciv-Dev] [patch #1442] South Vietnamese nation

2010-08-08 Thread Jacob Nevins

Follow-up Comment #2, patch #1442 (project freeciv):

A typo in this change prevents trunk from building.

Patch attached. Since this is a build failure, I'm committing it immediately.

(file #9746)
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Additional Item Attachment:

File name: trunk-rvn-build-failure.diff   Size:0 KB


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[Freeciv-Dev] [bug #16387] attacker can abuse 'go to' to stop pillager

2010-08-08 Thread George Koehler

URL:
  http://gna.org/bugs/?16387

 Summary: attacker can abuse 'go to' to stop pillager
 Project: Freeciv
Submitted by: kernigh
Submitted on: Sunday 08/08/2010 at 20:32
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2+ r17648
 Discussion Lock: Any
Operating System: *BSD
 Planned Release: 

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Details:

My enemy has ordered a unit to pillage a road. My unit would attack and kill
the pillager, but my attacker has 0 movement points. Because the pillaging
requires one turn, the pillager will destroy the road at the next turn
change.

Normally, if my attacker waits until the next turn to get movement points,
then the pillager will destroy the road before I can attack.

The bug is that my attacker can use the 'go to' command to kill the pillager.
At the next turn change, the pillager will die but the road will stay!
Therefore, an attacking unit with 0 movement points can abuse the goto
command to stop a pillaging.

I first observed this bug in online 2.1 game (Longturn 20), but I have
reproduced this bug with S2_2 r17648. The attached game
x-pillage-test.sav.bz2 reproduces this bug. Load the game and take player S.
The only way to prevent the pillaging of the road by player P is to abuse 'go
to'.



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File Attachments:


---
Date: Sunday 08/08/2010 at 20:32  Name: x-pillage-test.sav.bz2  Size: 11kB  
By: kernigh
take player S, abuse 'go to' to stop pillagers
http://gna.org/bugs/download.php?file_id=9747

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[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set

2010-08-08 Thread David Lowe

Follow-up Comment #2, bug #16164 (project freeciv):

I've since 'cleaned house' and deleted old stuff.  I think i've got some
suitable opponents now, so i'll try and generate something.

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