[Freeciv-Dev] [bug #18696] Format error from Volga German ruleset
URL: http://gna.org/bugs/?18696 Summary: Format error from Volga German ruleset Project: Freeciv Submitted by: i1abnrk Submitted on: Mon 19 Sep 2011 06:02:42 PM GMT Category: rulesets Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.1 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Volga German ruleset causes warning from server on trunk build. Text: 2: Loading rulesets. 1: People's Commissar male ruler title for nation Volga German (nb 480) is not a format. It should match %s 1: female:People's Commissar female ruler title for nation Volga German (nb 480) is not a format. It should match %s 1: Translation of People's Commissar male ruler title for nation Volga German (nb 480) is not a format (People's Commissar). It should match %s 1: Translation of female:People's Commissar female ruler title for nation Volga German (nb 480) is not a format (female:People's Commissar). It should match %s ___ Reply to this item at: http://gna.org/bugs/?18696 ___ 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 #18696] Format error from Volga German ruleset
Update of bug #18696 (project freeciv): Status:None = Confirmed Assigned to:None = mixcoatl ___ Reply to this item at: http://gna.org/bugs/?18696 ___ 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 #18613] Boats can be left landlocked in cities by terrain transformation = assertion failures
Update of bug #18613 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18613 ___ 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 #18675] Unit can move into city where it should not be able to exist
Update of bug #18675 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #4: I don't know of more of these. Watch bug #16383 to see if any other wrinkles become evident. ___ Reply to this item at: http://gna.org/bugs/?18675 ___ 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 #18677] Mention allowtake option in server help for /take and /observe
Update of bug #18677 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18677 ___ 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 #18678] Misplaced slash in server help message
Update of bug #18678 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18678 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] T0 timeout
Michal Mazurek writes: On Sun, Sep 18, 2011 at 10:19:58PM +0200, Matthias Pfafferodt wrote: Am Sonntag, 18. September 2011, 13:32:43 schrieb Jacob Nevins: I think this can be achieved in unmodified 2.3.x with the timeoutincrease command: set timeout 60 timeoutincrease 1 1 -20 0 gives a T0 of 60 seconds, and subsequent turns of 40 seconds. So we have two ways to do one thing? Could they be merged? Do we? If the turn is, say, T5 and the server restarted with the above commands in a .serv file, wont the timeout be 60 seconds? Yes, if you're at T5 and the server restarts (say due to lack of players), the turn is reset to T0, a .serv file specified with -r is reloaded, and the timeout for the first turn of the new game is 60 seconds (and subsequent turns are 40 seconds again). I think the same is true of the 'first_timeout' option. Is that not what you want? Or have I misunderstood your question? (If you contrive to restart the server without the 'timeoutincrease' command being issued again, the dynamic timeout stuff carries on where it left off, so in this case the timeout is stuck at 60 seconds. That's arguably a bug in 'timeoutincrease'.) One thing that first_timeout can do that timeoutincrease can't (currently) do is to allow an unlimited first turn (as timeoutincrease is currently disabled if timeout=0). ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18698] killstack in gui
URL: http://gna.org/bugs/?18698 Summary: killstack in gui Project: Freeciv Submitted by: i1abnrk Submitted on: Tue 20 Sep 2011 05:06:58 AM GMT Category: client Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: ___ Details: Just remembered how hard it is to turn off killstack. Takes like 9 steps and this is a very common wish especially for local gaming. Strategy changes completely with this option. I imagine ai does as well, but instead of having to write a mod to, as the documents specify, modify game.ruleset; there ought to be a checkbox in the client gui for it. Geez, otherwize I (end-user) have to learn how to create a mod directory just to flip one bit in the server. ___ Reply to this item at: http://gna.org/bugs/?18698 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev