[Freeciv-Dev] config vs ruleset

2011-09-21 Thread Michal Mazurek
Soon I will have a week of free time, I'd like to dedicate it to
freeciv. I have an idea of making longturn games more bloody, namely
spoils of war. Each unit killed will grant the winner, say, gold += 0%-30%
of shields of unit killed, bulbs += max(0, looser_bulbs-winner_bulbs)*0%-1%.
These values should be configurable. So, three options:
spoils_of_war = true|false
unit_gold_spoils = 0..100 (double)
unit_science_spoils = 0..100 (double)
The loser would not loose gold, it's implied he spent it when he built
the unit.

Should this go to the ruleset or the options? What makes
initial unit dispersion an 'option' and city radius a 'rule'?

PS. unit gold upkeep is not yet implemented, right?

-- 
Michal Mazurek

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[Freeciv-Dev] [bug #18707] Turns idle

2011-09-21 Thread Michal Mazurek

URL:
  http://gna.org/bugs/?18707

 Summary: Turns idle
 Project: Freeciv
Submitted by: akfaew
Submitted on: Wed Sep 21 13:16:24 2011
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I don't think the Idle column in the client works. There are some idlers in
ltex but the column is all zeros. Can a 'last login' be implemented instead?
After a player logs out, the server stores the timestamp, then in the client
we can see how long since a player was last seen.

I need to know which players to remove due to idling, but can't easily
determine it.




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[Freeciv-Dev] [bug #18698] killstack in gui

2011-09-21 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #18698 (project freeciv):

A possible solution could be a new systematic for settings; see patch #2542.
But this is 2.5 stuff

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Re: [Freeciv-Dev] config vs ruleset

2011-09-21 Thread Matthias Pfafferodt
Am Mittwoch, 21. September 2011, 11:55:55 schrieb Michal Mazurek:
 Soon I will have a week of free time, I'd like to dedicate it to
 freeciv. I have an idea of making longturn games more bloody, namely
 spoils of war. Each unit killed will grant the winner, say, gold += 0%-30%
 of shields of unit killed, bulbs += max(0,
 looser_bulbs-winner_bulbs)*0%-1%. These values should be configurable. So,
 three options:
 spoils_of_war = true|false
 unit_gold_spoils = 0..100 (double)
 unit_science_spoils = 0..100 (double)
 The loser would not loose gold, it's implied he spent it when he built
 the unit.
 
 Should this go to the ruleset or the options? What makes
 initial unit dispersion an 'option' and city radius a 'rule'?

I think this depends on the view of the developer who implemented it. For some 
of the ruleset options/settings this can be discussed. Have a look at 
https://gna.org/patch/?2542 for a possible solution. At the moment it is only 
a plan with the question for input.

 
 PS. unit gold upkeep is not yet implemented, right?

It is implemented and used by the experimental ruleset. Have a look at the 
shields2gold effect. There is still a patch missing (https://gna.org/patch/?
1936) - I did not had the time to rebase and test it.

Matthias (aka syntron)

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[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-21 Thread Matthias Pfafferodt

Update of bug #18549 (project freeciv):

  Status:   Confirmed = Ready For Test 

___

Follow-up Comment #16:

and now as patch; how to test it:

- start a game
- use the editor to change a tile to swap
- check the work menu for a settler/engineer; it should show transformation
to ocean
- build a city on swamp
- without patch: the city tile can be transformed to ocean = assert
- with patch: city tile can't be transformed (option shown as Transform:
Swamp; this is perhaps not optimal?!)

(file #14116)
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Additional Item Attachment:

File name: 0006-add-check-to-tile_transform.patch Size:1 KB


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[Freeciv-Dev] [bug #18710] fix error if future tech is researched

2011-09-21 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?18710

 Summary: fix error if future tech is researched
 Project: Freeciv
Submitted by: syntron
Submitted on: Mi 21 Sep 2011 23:28:42 CEST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.1,2.4.0

___

Details:

if a future tech is research tech will be nil and the current lua code for
the multiplayer ruleset will result in an error




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File Attachments:


---
Date: Mi 21 Sep 2011 23:28:42 CEST  Name:
0005-fix-error-if-future-tech-is-researched.patch  Size: 953B   By: syntron

http://gna.org/bugs/download.php?file_id=14117

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[Freeciv-Dev] [bug #18711] self rooted tech not working

2011-09-21 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?18711

 Summary: self rooted tech not working
 Project: Freeciv
Submitted by: syntron
Submitted on: Mi 21 Sep 2011 23:41:40 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

bug mentioned in the forum by kurikinton
(http://forum.freeciv.org/viewtopic.php?t=7060)

I did test it with the multiplayer ruleset and found bug #18710. Additionally
the self rooted tech is _not_ set as expected. Thus one can do cycles of
build/destroy Darwins Voyage to get the extra techs.




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[Freeciv-Dev] [bug #18707] Turns idle

2011-09-21 Thread Jacob Nevins

Follow-up Comment #1, bug #18707 (project freeciv):

Hm. When I tried it (with trunk), it seemed to basically work for me, save
that it jumps straight from 0 to 3, so the first few turns of idleness don't
show up.

By work I mean that for connected clients where the user didn't do
anything, the player Idle column increased. Players without connected
clients behaved the same, and reconnecting but not doing anything didn't reset
the counter. But doing an action to a unit did reset the counter.

The jumping oddity comes from client/plrdlg_common.c:col_idle(), which
cannot ever display an idle of less than 3. I don't understand why that
should be. It's been that way since it first went in CVS in 1998. Anyone
know?

In my testing, I did find one client was persistently listed as not being
idle even when I wasn't doing anything. Not sure why.

Idleness is defined by server_packet_input(); any packet which can only
legally come from a player resets nturns_idle (and it's incremented in
send_year_to_clients()). I wouldn't like to say that there's no action a
client can take autonomously on turn change that doesn't reset this...

A player's idle as seen by another player isn't reset to 0 as soon as the
player moves -- it generally updates at turn change. This is presumably
because the server doesn't send out player_info updates to all clients purely
based on nturns_idle being reset.

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[Freeciv-Dev] [patch #2923] [lua] fix libscriptcore as part of libfreeciv so that it can be used by the client

2011-09-21 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #2923 (project freeciv):

fixed/rebased patch

(file #14118)
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File name: 0003-include-libscriptcore-in-libfreeciv.la.patch Size:10 KB


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[Freeciv-Dev] [bug #18712] start nation not random

2011-09-21 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?18712

 Summary: start nation not random
 Project: Freeciv
Submitted by: syntron
Submitted on: Mi 21 Sep 2011 23:47:09 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

each time I start a game and do not selected a nation I start as Austrian -
is there a random element missing?




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[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2011-09-21 Thread Jordi Negrevernis i Font

URL:
  http://gna.org/patch/?2963

 Summary: Use ferryboat system for trade
 Project: Freeciv
Submitted by: jorneg
Submitted on: Wed Sep 21 21:48:29 2011
Category: ai
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:


This patch teaches the AI to make trade routes or help wonder construction
across the ocean.

It's not ready to commit. It contains debug info and is based on S2_3.

If it is of interest I can rebase to trunk. I hope that the rebase will be
straight forward... who knows...

And also this is going to make the AI more stronger that now.




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File Attachments:


---
Date: Wed Sep 21 21:48:29 2011  Name: caravan_diff_cont.diff  Size: 18kB  
By: jorneg

http://gna.org/patch/download.php?file_id=14119

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[Freeciv-Dev] [bug #18712] start nation not random

2011-09-21 Thread Jacob Nevins

Follow-up Comment #1, bug #18712 (project freeciv):

I've been getting random nations in recent trunk testing.

I notice that there's an Austrian leader called Matthias. If your login
name matches a leader name, there's a feature (or feature) where the game
will pick that nation for you.

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Re: [Freeciv-Dev] config vs ruleset

2011-09-21 Thread Matthias Pfafferodt
Am Mittwoch, 21. September 2011, 11:55:55 schrieb Michal Mazurek:
 Soon I will have a week of free time, I'd like to dedicate it to
 freeciv. I have an idea of making longturn games more bloody, namely
 spoils of war. Each unit killed will grant the winner, say, gold += 0%-30%
 of shields of unit killed, bulbs += max(0,
 looser_bulbs-winner_bulbs)*0%-1%. These values should be configurable. So,
 three options:
 spoils_of_war = true|false
 unit_gold_spoils = 0..100 (double)
 unit_science_spoils = 0..100 (double)

to get the options together I do propose the following names:

spoils_of_war
spoils_unit_gold
spoils_unit_science

(settings are sorted alphabetically in trunk)

 The loser would not loose gold, it's implied he spent it when he built
 the unit.
 
 Should this go to the ruleset or the options? What makes
 initial unit dispersion an 'option' and city radius a 'rule'?
 
 PS. unit gold upkeep is not yet implemented, right?

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[Freeciv-Dev] [bug #18712] start nation not random

2011-09-21 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #18712 (project freeciv):

Ok; I did read something like this before but did not connected it to my user
name ... The question is now: bug or feature?

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[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2011-09-21 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #2963 (project freeciv):

I did not test the patch but would say, all changes wich increase the AI
skill are good. Perhaps add a handicap? One part of the player say AI is to
good - for the other part it's not good enough.

One comment: is the reference to the lua header file really needed (in
aiunit.c)?

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Re: [Freeciv-Dev] [bug #18712] start nation not random

2011-09-21 Thread Jordi Negrevernis i Font

En/na Matthias Pfafferodt ha escrit:

Follow-up Comment #2, bug #18712 (project freeciv):

Ok; I did read something like this before but did not connected it to my user
name ... The question is now: bug or feature?



This is a feature. There is code to do that...

If you wanna play with an Spanish AI you create an AI player name 
Fernando V and the AI is Spanish.



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Re: [Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2011-09-21 Thread Jordi Negrevernis i Font

En/na Matthias Pfafferodt ha escrit:

Follow-up Comment #1, patch #2963 (project freeciv):

One comment: is the reference to the lua header file really needed (in
aiunit.c)?


?!? No, it's not needed. It's only C code.


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[Freeciv-Dev] [patch #2542] server/ruleset settings

2011-09-21 Thread Zakri Kneebone

Follow-up Comment #2, patch #2542 (project freeciv):

As a general, the elements that have the greatest influence on gameplay and
strategy should be the easiest to find and change. The options menu is likely
to trend toward complexity as time goes on, essentially becoming a 'trainer'
or interactive server hacking platform. Perhaps a jump ahead would be to plan
an actual IDE that can be launched from the lobby. Perhaps a tree view would
be easier to navigate, something like XMLSpy's document editor? But if it gets
so complex as to need a tree view perhaps there should also be a lightweight
component with only the most popular options. Maybe a small XUL browser or the
ilk.

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[Freeciv-Dev] [bug #18717] Big city radius, fog of war

2011-09-21 Thread Michal Mazurek

URL:
  http://gna.org/bugs/?18717

 Summary: Big city radius, fog of war
 Project: Freeciv
Submitted by: akfaew
Submitted on: Thu Sep 22 05:33:02 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Work a tile with a citizen, remove all units so that it gets covered by fog
of war, enter city dialogue - the citizen disappeared. You can click on the
city for auto arrangement to get him back.

The new ltex has a medium city radius, but small city vision so this can be a
problem.




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