[Freeciv-Dev] [patch #2184] Remove hardcoded Entertainer/Scientist/Taxman references from clients

2010-11-05 Thread David Lowe

Follow-up Comment #1, patch #2184 (project freeciv):

So you're saying that in these complicated rulesets the player would have to
have all cities run by The Governor?  Personally, i don't use the governor
unless i have a specific problem with the default behavior...  I think all
that's really needed is a tool tip so the player knows what kind of
specialist they are looking at, and clicking on the specialist should cycle
it to the next available kind - whether it is sensible or not.  Oh, and good
help for each of the new specialists.

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[Freeciv-Dev] [patch #2184] Remove hardcoded Entertainer/Scientist/Taxman references from clients

2010-11-05 Thread Jacob Nevins

URL:
  

 Summary: Remove hardcoded Entertainer/Scientist/Taxman
references from clients
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 11/06/10 at 02:01
Category: client
Priority: 3 - Low
  Status: Need Info
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

After patch #2050, I'm looking at removing the last hard-coded references to
the default specialists from the source code. These are in the city options,
"New citizens are: Entertainers / Scientists / Taxmen".

For a while I've been thinking of simply generalising the city options dialog
to list all available specialists from the ruleset, but on reflection, that
might be a backward step.

Currently, setting "New citizens are: Scientists" will cause the city to
optimise for science specialists if food production is sufficient (which
happens to give scientists in the default ruleset). Similar for Taxmen and
gold. In a ruleset with complicated specialists (say, new ones available with
techs or buildings), the city would automatically switch over to the best
available one without player intervention. Whereas in the obvious
implementation of my idea, if the player specifies a default specialist
explicitly, and that becomes unavailable in that city, the city will probably
fall back to using the "default" specialist (usually entertainers),
encouraging micromanagement.

Also, it will be hard to come up with a good UI that lists only specialists
that are sensible for that city, avoiding (say) player-unique specialists not
available to the current player.

Now that we have the citizen governor to specify the high-level goals like
maximising science/gold, are these options necessary at all? I could just
remove them entirely.

What do people think?

(I'm not sure how well Freeciv copes in general with specialists going
obsolete / better ones becoming available at the moment, but that's a
separate bug.)




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[Freeciv-Dev] [bug #17022] Assertions failed in Freeciv 2.2.3

2010-11-05 Thread pepeto

Follow-up Comment #5, bug #17022 (project freeciv):

I just checked the diff. I think some of the modified part of the code should
be modified here, notably the meta topic stuff (why the /metatopic command has
been removed?).

Also, we need an option to disable the auto games.

It is very strange that the load command and the read command are 'control'
access level, since they read files in the directories.


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[Freeciv-Dev] [bug #17006] build rail/farmland with a single command, connect farmland

2010-11-05 Thread Jacob Nevins

Update of bug #17006 (project freeciv):

 Summary: build raid/farmland with a single command, connect
farmland => build rail/farmland with a single command, connect farmland


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[Freeciv-Dev] [bug #16986] techs.ruleset: "Never" keyword is unusable

2010-11-05 Thread pepeto

Update of bug #16986 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 

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Follow-up Comment #3:

Very well caught! Patch applies to S2_2 and S2_3 too.


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[Freeciv-Dev] [bug #16986] techs.ruleset: "Never" keyword is unusable

2010-11-05 Thread Gediminas Liktaras

Follow-up Comment #2, bug #16986 (project freeciv):

The problem is in the final consistency check in load_ruleset_techs function:
due to a bogus conditional the loop  checks whether the _removed_ techs have
any removed dependencies. Since this always fails, having any removed techs
in the tech ruleset produces an error.

The submitted patch fixes this and also updates documentation of a related
function.

(file #11126)
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Additional Item Attachment:

File name: 20101105-trunk-techs-ruleset-never-keyword-is-unusable.diff Size:1
KB


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[Freeciv-Dev] [patch #2156] Improvements to Cornish nation

2010-11-05 Thread Daniel Markstedt

Update of patch #2156 (project freeciv):

 Assigned to:mixcoatl => dmarks 
 Planned Release: => 2.3.0  

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Follow-up Comment #2:

Yeah, Cornish Wikipedia has been the primary source here.

Here's a version with sorting according to 2001 population, except that Truro
gets to be first from the virtue of being administrative capital.

(file #11125)
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File name: trunk-improve_cornish_nation2.diff Size:2 KB


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[Freeciv-Dev] [bug #17022] Assertions failed in Freeciv 2.2.3

2010-11-05 Thread Andreas Rosdal

Follow-up Comment #4, bug #17022 (project freeciv):

I'll try to provide as much information as possible. I still get these
crashes frequently, which means that I probably could do some configuration
changes to collect enough information to debug the cause of these failed
assertions. Do you have any suggestions about which configuration changes I
should do to allow us to debug these crashes (while also keeping the servers
fast and working normally for the players)?


> It's going to be hard to debug any of these without save files; do you have
any? 

Sorry, I don't have any savefiles. I could probably change the configuration
to collect savegames. How is this best done for a public server?

>Is this with the default ruleset? 

Yes.

> I don't see how this is possible (negative value? too big value?). Are you
sure you get this with non-modified servers? 

I'm running Freeciv 2.2.3. The servers are just patched with some minor
changes for running public games:

https://github.com/freecivnet/freeciv-web/blob/master/publite2/meta-freeciv-org-changes.diff


Regards,
Andreas R.
www.freeciv.net

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[Freeciv-Dev] [bug #17006] build raid/farmland with a single command, connect farmland

2010-11-05 Thread pepeto

Update of bug #17006 (project freeciv):

 Assigned to:None => pepeto 


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[Freeciv-Dev] [bug #17007] Complex goto to connect with road/rail/irrigate/mine/farmland in one go

2010-11-05 Thread pepeto

Update of bug #17007 (project freeciv):

 Assigned to:None => pepeto 


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[Freeciv-Dev] [bug #17015] Would like to have "Go Home" command for units

2010-11-05 Thread pepeto

Update of bug #17015 (project freeciv):

 Assigned to:None => pepeto 
 Planned Release: => 2.3.0  


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[Freeciv-Dev] [bug #17022] Assertions failed in Freeciv 2.2.3

2010-11-05 Thread pepeto

Follow-up Comment #3, bug #17022 (project freeciv):


freeciv-server: mapgen.c:1401: map_fractal_generate: Assertion `0' failed.


You must leave with it I guess, as long as the generator is not improved.


freeciv-server: caravan.c:339: wonder_benefit: Assertion `costwithout >=
costwith' failed.


I don't see how this is possible (negative value? too big value?). Are you
sure you get this with non-modified servers?


freeciv-server: unittools.c:546: total_activity_targeted: Assertion `!(tgt ==
S_LAST && base == -1)' failed.


You are probably reporting an earlier bug...


freeciv-server: aitools.c:851: ai_unit_new_role: Assertion
`!unit_has_orders(punit) || task == AIUNIT_NONE' failed.


Without any more clues, it is quite impossible to understand how this is
reproducible.


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[Freeciv-Dev] [patch #2183] Old Prussian nation

2010-11-05 Thread Andrzej G.

URL:
  

 Summary: Old Prussian nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Friday 11/05/2010 at 13:18
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

The Baltic Old Prussians.

Flag:
http://lt.wikipedia.org/wiki/Vaizdas:Prusai.flagge.jpg



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File Attachments:


---
Date: Friday 11/05/2010 at 13:18  Name: old_prussian.ruleset  Size: 1kB   By:
artaxes



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[Freeciv-Dev] [bug #17022] Assertions failed in Freeciv 2.2.3

2010-11-05 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #17022 (project freeciv):


freeciv-server: mapgen.c:1401: map_fractal_generate: Assertion `0' failed.

This one is still valid for trunk. It indicates a problem with the generation
of the map / the start positions on the map (see trunk:mapgen.c:1449). It
prevents the start of the game as no map can be generated. Often another
generator works.

fc_assert_exit_msg(FALSE, "The server couldn't allocate "
  "starting positions.");




freeciv-server: aitools.c:851: ai_unit_new_role: Assertion
`!unit_has_orders(punit) || task == AIUNIT_NONE' failed.

Here a savegame would help. Why is this function called on the unit?



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