[Freeciv-Dev] [bug #18031] Files missing from POTFILES.in

2011-04-18 Thread Jacob Nevins

Update of bug #18031 (project freeciv):

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


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[Freeciv-Dev] [bug #18039] "make install" won't install flags

2011-04-18 Thread Brad Hards

URL:
  

 Summary: "make install" won't install flags
 Project: Freeciv
Submitted by: bradh
Submitted on: Mon 18 Apr 2011 11:07:20 AM GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

"make install" on a current svn trunk build dies with
 /usr/bin/install -c -m 644 west_indies_federation.png westphalia.png
wuerttemberg.png yemen.png yucatan.png yugoslavia.png zambia.png zanzibar.png
zapotec.png zhuang.png zimbabwe.png zulu.png abkhazia-large.png
aborigines-large.png acadia-large.png aceh-large.png afghanistan-large.png
ainu-large.png akwe-large.png aland-large.png albania-large.png
aleut-large.png algeria-large.png almohad-large.png alsace-large.png
amazigh-large.png amazon-large.png andorra-large.png angola-large.png
anishinaabe-large.png antarctica-large.png antarctica_alt-large.png
apache-large.png arab-large.png aragon-large.png aram-large.png
argentina-large.png armenia-large.png ashanti-large.png assam-large.png
'/usr/local/share/freeciv/flags'
 /usr/bin/install -c -m 644 assyria-large.png asturias-large.png
atlantis-large.png australia-large.png austria-large.png aymara-large.png
azerbaijan-large.png aztec-large.png babylon-large.png baden-large.png
bangladesh-large.png barbarian-large.png bashkortostan-large.png
bavarian-large.png belarus-large.png belgium-large.png belize-large.png
bengal-large.png benin_ancient-large.png benin_ancient-large.png
bhutan-large.png biafra-large.png boer-large.png bolivia-large.png
bosnia-large.png bosporus-large.png botswana-large.png brandenburg-large.png
brasil-large.png britannia-large.png brittany-large.png bulgaria-large.png
burgundy-large.png burkina_faso-large.png burundi-large.png buryatia-large.png
byzantium-large.png caddo-large.png california-large.png cameroon-large.png
'/usr/local/share/freeciv/flags'
/usr/bin/install: will not overwrite just-created
`/usr/local/share/freeciv/flags/benin_ancient-large.png' with
`benin_ancient-large.png'
make[3]: *** [install-pkgdataDATA] Error 1


Patch to remove redundant entry is attached.



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File Attachments:


---
Date: Mon 18 Apr 2011 11:07:20 AM GMT  Name:
freeciv-fix-make-install-benin-flags-2011-04-18.patch  Size: 379B   By: bradh
patch to fix problem


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[Freeciv-Dev] [bug #18040] strange CMA behavior

2011-04-18 Thread Angelo Locritani

URL:
  

 Summary: strange CMA behavior
 Project: Freeciv
Submitted by: alocritani
Submitted on: lun 18 apr 2011 11:07:22 GMT
Category: agents
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0 beta4
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

In attached savegame, watch city of Sambat.
If you set CMA like the Initial situation.png and then move the gold surplus
down to -1, -2, etc you will see that only when gold surplus is -3 something
changes. But the strange thing is that the effective gold surplus is then -1!
To me it seems that the same result obtained with gold surplus = -3 can be
obtained setting gold surplus to -1.
In other words, if the final effective gold surplus is -1, why I need to set
the value to -3 in order to obtain the same final result?



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File Attachments:


---
Date: lun 18 apr 2011 11:07:22 GMT  Name: strange_CMA.sav.gz  Size: 74kB  
By: alocritani


---
Date: lun 18 apr 2011 11:07:22 GMT  Name: Initial_Situation.png  Size: 202kB 
 By: alocritani


---
Date: lun 18 apr 2011 11:07:22 GMT  Name: Final_situation.png  Size: 202kB  
By: alocritani



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[Freeciv-Dev] [bug #18040] strange CMA behavior

2011-04-18 Thread Angelo Locritani

Follow-up Comment #1, bug #18040 (project freeciv):

Similar situation in Veii: even if the final result says that gold surplus is
+3, you need to put gold surplus to -4, in order to let the CMA to activate

(file #12877, file #12878)
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Additional Item Attachment:

File name: Initial_Situation2.png Size:228 KB
File name: strange_CMA_2.sav.gz   Size:73 KB


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[Freeciv-Dev] [bug #18041] when fogged, border change more than it should

2011-04-18 Thread Angelo Locritani

URL:
  

 Summary: when fogged, border change more than it should
 Project: Freeciv
Submitted by: alocritani
Submitted on: lun 18 apr 2011 11:08:33 GMT
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0 beta4
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

In attached savegame, I've just destroyed a city.
Find the caravel and try moving around near the cost where it is at the
moment, tring to "view" the area around the ruins.
As you move and fog covers area now within red borders, sometimes you will
see that border will change, showing fogged white border in area where it
cannot be anymore.




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File Attachments:


---
Date: lun 18 apr 2011 11:08:33 GMT  Name: freeciv-T0380-Y01955-manual.sav.gz 
Size: 75kB   By: alocritani



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[Freeciv-Dev] [patch #2643] Galleon can carry units of big land class

2011-04-18 Thread Angelo Locritani

URL:
  

 Summary: Galleon can carry units of big land class
 Project: Freeciv
Submitted by: alocritani
Submitted on: lun 18 apr 2011 11:09:08 GMT
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

why only frigate can carry big land class units? Galleon is of the same
period and it should be able to carry them, also.
patch attached



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File Attachments:


---
Date: lun 18 apr 2011 11:09:08 GMT  Name:
galleon_can_carry_bigland_2_3_Beta4.patch  Size: 391B   By: alocritani



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[Freeciv-Dev] [bug #18042] GTK window is slightly larger than the screen size

2011-04-18 Thread anonymous

URL:
  

 Summary: GTK window is slightly larger than the screen size
 Project: Freeciv
Submitted by: None
Submitted on: Mon 18 Apr 2011 01:08:47 PM UTC
Category: client-gtk-2.0
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: alexander.saye...@gmail.com
 Open/Closed: Open
 Release: 2.3.0-beta4
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

This is a problem I noticed in beta3 and beta4, not sure whether it was in
earlier releases.

Anyway, the issue is quite straightforward. For some reason, the main GTK
window height is slightly larger than the screen size thus requiring to scroll
inside the Freeciv window to see either message window or the top menu.

If needed, I can attach a figure illustrating how it looks at my system. The
resolution I have is 1024x768, so nothing non-standard.




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[Freeciv-Dev] [bug #18043] Initial units do not die when all the cities are captured

2011-04-18 Thread anonymous

URL:
  

 Summary: Initial units do not die when all the cities are
captured
 Project: Freeciv
Submitted by: None
Submitted on: Mon 18 Apr 2011 01:14:02 PM UTC
Category: ai
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: alexander.saye...@gmail.com
 Open/Closed: Open
 Release: 2.3.0-beta4
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Just a minor issue, which can be treated as a feature.

I created a small map with a number of nations, and managed to capture one
nation cities prior to killing the units, which are given in the beginning,
i.e., workers and an explorer. To my big surprise, they did not disappear,
which is logical because they were not assigned to any city. On the other
hand, it was funny to see to observe a situation when their workers continued
to do something for non-existent cities, and an explorer just standing on the
same place.




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[Freeciv-Dev] [bug #18044] An AI ally loads its units on players boats

2011-04-18 Thread anonymous

URL:
  

 Summary: An AI ally loads its units on players boats
 Project: Freeciv
Submitted by: None
Submitted on: Mon 18 Apr 2011 01:17:46 PM UTC
Category: ai
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: alexander.saye...@gmail.com
 Open/Closed: Open
 Release: 2.3.0-beta4
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Difficult to say whether it is a functional bug or just an annoying feature.

What happened to me a few times, is that an AI ally just put its units on my
boat, trireme in my case. The funny thing is that I cannot command them to
unload, and an AI is not willing to take them away :) Obviously, it was quite
annoying since I cannot carry my own units.

Now I wonder what will happen if I break the treaty or just disband the
trireme :D




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[Freeciv-Dev] [bug #18044] An AI ally loads its units on players boats

2011-04-18 Thread David Lowe

Follow-up Comment #1, bug #18044 (project freeciv):

While it is annoying, you should be able to give the Trireme the "Unload All"
command [Shift-T].  Just make sure you move the Trireme away before it can get
back on.  ;^)  This bug might actually question why the AI is forgetting to do
anything with units like this...

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[Freeciv-Dev] [bug #18044] An AI ally loads its units on players boats

2011-04-18 Thread anonymous

Follow-up Comment #2, bug #18044 (project freeciv):

It helped, but the over feature is annoying. AI can put its unit on your
transport and the only way to get red of it is to unload all the units and
then run aways as quick as possible.

What is the reason for AI to put its units there? It seems that the reasoning
behind these actions is quite chaotic, so maybe it should be prohibited.

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[Freeciv-Dev] [bug #18043] Initial units do not die when all the cities are captured

2011-04-18 Thread Marko Lindqvist

Follow-up Comment #1, bug #18043 (project freeciv):

It's a feature that game is not lost as long as you have cities *or* units.
Units can still get cities in a number of ways (though in case of worker and
explorer probably the only way is to meet friendly tribe in a hut)

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[Freeciv-Dev] [patch #2631] Sierra Leonean nation

2011-04-18 Thread J.M. Maalderink

Update of patch #2631 (project freeciv):

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


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[Freeciv-Dev] [patch #2639] Duplicate flag causes installation error

2011-04-18 Thread J.M. Maalderink

Update of patch #2639 (project freeciv):

  Status:None => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #18039] "make install" won't install flags

2011-04-18 Thread Brad Hards

Follow-up Comment #1, bug #18039 (project freeciv):

Was fixed in revision 19603

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