[Freeciv-Dev] config vs ruleset
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18707] Turns idle
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. ___ Reply to this item at: http://gna.org/bugs/?18707 ___ 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 #18698] killstack in gui
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 ___ Reply to this item at: http://gna.org/bugs/?18698 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] config vs ruleset
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) ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp
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) ___ Additional Item Attachment: File name: 0006-add-check-to-tile_transform.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?18549 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18710] fix error if future tech is researched
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 ___ 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 ___ Reply to this item at: http://gna.org/bugs/?18710 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18711] self rooted tech not working
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. ___ Reply to this item at: http://gna.org/bugs/?18711 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18707] Turns idle
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. ___ Reply to this item at: http://gna.org/bugs/?18707 ___ 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] [patch #2923] [lua] fix libscriptcore as part of libfreeciv so that it can be used by the client
Follow-up Comment #5, patch #2923 (project freeciv): fixed/rebased patch (file #14118) ___ Additional Item Attachment: File name: 0003-include-libscriptcore-in-libfreeciv.la.patch Size:10 KB ___ Reply to this item at: http://gna.org/patch/?2923 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18712] start nation not random
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: ___ Details: each time I start a game and do not selected a nation I start as Austrian - is there a random element missing? ___ Reply to this item at: http://gna.org/bugs/?18712 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2963] Use ferryboat system for trade
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: ___ 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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?2963 ___ 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 #18712] start nation not random
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. ___ Reply to this item at: http://gna.org/bugs/?18712 ___ 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] config vs ruleset
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? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18712] start nation not random
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? ___ Reply to this item at: http://gna.org/bugs/?18712 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2963] Use ferryboat system for trade
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)? ___ Reply to this item at: http://gna.org/patch/?2963 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #18712] start nation not random
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #2963] Use ferryboat system for trade
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2542] server/ruleset settings
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. ___ Reply to this item at: http://gna.org/patch/?2542 ___ 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 #18717] Big city radius, fog of war
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. ___ Reply to this item at: http://gna.org/bugs/?18717 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev