[Freeciv-Dev] [patch #4955] Functionality to set nationlist in freeciv-ruledit

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: Functionality to set nationlist in freeciv-ruledit
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 09:22:48 AM EEST
Category: freeciv-ruledit
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Nationlist itself cannot be edited in the editor - it must exist already.



___

File Attachments:


---
Date: Tue 15 Jul 2014 09:22:48 AM EEST  Name: RuleditNationlist.patch  Size:
12kB   By: cazfi



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[Freeciv-Dev] [bug #22348] nationlist is a dangling pointer

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: nationlist is a dangling pointer
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 09:19:52 AM EEST
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: 2.6.0

___

Details:

ruledit.nationlist points directly to internals of the ruleset secfile. Once
ruleset loading finishes and files are freed, it's dangling pointer.

Attached fix makes it to use a copy of the string instead.



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File Attachments:


---
Date: Tue 15 Jul 2014 09:19:52 AM EEST  Name: DanglingNationlist.patch  Size:
572B   By: cazfi



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[Freeciv-Dev] [bug #22347] helptext_building() -> is_nation_pickable(): assertion '!is_server()' failed

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: helptext_building() -> is_nation_pickable():
assertion '!is_server()' failed
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 07:43:06 AM EEST
Category: general
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:

freeciv-manual spits out a lot of failed asserts when one tries to run it.

These seem to come from is_nation_pickable() called by helptext_building().




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[Freeciv-Dev] [bug #22346] assertion '((void *)0) != punitclass->cache.native_tile_extras' failed

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary:  assertion '((void *)0) !=
punitclass->cache.native_tile_extras' failed
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 07:40:15 AM EEST
Category: freeciv-ruledit
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: 2.6.0

___

Details:

Loading ruleset to freeciv-ruledit spits out a lot of $subject assert
failures.

Wanted to test if the other tool loading rulesets but not doing full server
initializations - freeciv-manual - would suffer from the same problem, but it
was prevented by something that looks like unrelated problem.




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[Freeciv-Dev] [bug #22345] adv_follow_path() loses activity target

2014-07-14 Thread Marko Lindqvist
Update of bug #22345 (project freeciv):

  Status: In Progress => Ready For Test 
 Planned Release:   2.6.0 => 2.4.3, 2.5.0, 2.6.0

___

Follow-up Comment #1:

Fix

I'm not sure if there's any chance of the bug to manifest itself in stable
branches (in S2_5 worker on road building mission probably can cause it) but
fixes included anyway.

I'm undecided about inclusion of this to 2.5.0-beta1. Depends on how much time
I have to run tests for it.

(file #21430, file #21431, file #21432)
___

Additional Item Attachment:

File name: FollowTargeted.patch   Size:0 KB
File name: FollowTargeted-S2_5.patch  Size:0 KB
File name: FollowTargeted-S2_4.patch  Size:3 KB


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[Freeciv-Dev] [bug #22345] adv_follow_path() loses activity target

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: adv_follow_path() loses activity target
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 05:46:13 AM EEST
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.6.0

___

Details:

adv_follow_path() changes unit activity to ACTIVITY_GOTO and ACTIVITY_IDLE,
before setting it back to original activity it had stored. Unfortunately it
does not restore the original activity target.

With current civ2civ3 ruleset I've been getting
"!activity_requires_target(new_activity)" -assert failures from
set_unit_activity(). Activity in question seems to be ACTIVITY_MINE.





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[Freeciv-Dev] [patch #4954] Build threaded AI to Windows Installer build

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: Build threaded AI to Windows Installer build
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 05:39:52 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

I think we could add threaded AI to Windows Installer builds in 2.6. Attached
patch is still untested to confirm the fact, but I've seen Installer builds to
use pthread implementation instead of windows threads for metaserver
communication already, so the support should be sufficient for threaded AI.

- As classic AI still remains the default, just the availability of the
threaded AI should not break anything (in fact, getting it to use is somewhat
involved process at the moment, so it won't cause any problems by getting used
by accident)
- It should not take up too much resources when dormant (this could be still
improved so that while it's built in to the binary, server could still be
started so that it's not included to the list of AI types at all)
- With the changes I have in pipe already, it does differ from classic AI
enough to be considered more than redundant copy




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File Attachments:


---
Date: Tue 15 Jul 2014 05:39:52 AM EEST  Name: WinThreaded.patch  Size: 693B  
By: cazfi



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[Freeciv-Dev] [patch #4953] Worker count stats from advdata to aidata

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: Worker count stats from advdata to aidata
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 05:14:54 AM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Only default AI uses worker statistics, so move them from advdata to aidata.
In addition to cleaning stuff from common advisors code, this benefits default
AI development in that now that part can be changed more freely as an internal
detail.



___

File Attachments:


---
Date: Tue 15 Jul 2014 05:14:54 AM EEST  Name: DaiWorkerStats.patch  Size: 4kB 
 By: cazfi



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[Freeciv-Dev] [bug #22344] City owner not checked when worker task received from threaded AI

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: City owner not checked when worker task received
from threaded AI
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 04:29:01 AM EEST
Category: ai
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: 2.5.0-beta2, 2.6.0

___

Details:

Main thread does not check if the player sending the worker task from the
player thread still owns the city when adding the task to city.

Fix attached.



___

File Attachments:


---
Date: Tue 15 Jul 2014 04:29:01 AM EEST  Name: WorkerReqCorrectOwner.patch 
Size: 597B   By: cazfi



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[Freeciv-Dev] [patch #4952] Two-mode-workers for threaded AI

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: Two-mode-workers for threaded AI
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 04:11:01 AM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

This implements threaded AI feature equivalent to bug #21437 for autosettlers
(note also that threaded AI workers might fallback to normal autosettlers in
some cases):

The goal is always to maximise city output with the tile improvements: When
improving already worked tiles, it's the delta that matters. When improving
tile that is going to be used next, it's overall value of the tile that
matters. This threaded AI implementation also considers the case of improving
yet-unworked tile to make it better than worst currently used one so that city
can then switch to use it.



___

File Attachments:


---
Date: Tue 15 Jul 2014 04:11:01 AM EEST  Name: TwoModeThreaded.patch  Size: 6kB
  By: cazfi



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[Freeciv-Dev] [bug #22343] server.got_first_city sanity check fails

2014-07-14 Thread Jordi Negrevernis i Font
Follow-up Comment #2, bug #22343 (project freeciv):

Yep..

The previous savegame.


(file #21425)
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Additional Item Attachment:

File name: freeciv-T0293-Y01818-auto.sav.bz2 Size:257 KB


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[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-07-14 Thread Marko Lindqvist
Follow-up Comment #10, bug #21437 (project freeciv):

- Apply WORKER_FACTOR to value of improving currently unworked tiles

(file #21424)
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Additional Item Attachment:

File name: TwoModeAutosettlers-2.patchSize:6 KB


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[Freeciv-Dev] [bug #22343] server.got_first_city sanity check fails

2014-07-14 Thread Jacob Nevins
Update of bug #22343 (project freeciv):

 Planned Release: => 2.4.3, 2.5.0, 2.6.0

___

Follow-up Comment #1:

Darn. I added that assertion in bug #22271.
Do you have a savegame from which you can reproduce this?

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[Freeciv-Dev] [bug #22340] Barbarians get palace

2014-07-14 Thread Emmet Hikory
Follow-up Comment #2, bug #22340 (project freeciv):

A possible narrative justification for a player getting a free "Palace" in
their first city, regardless of how acquired: Civilisation properly begins
when a people sets aside a nomadic lifestyle for an urban lifestyle organised
around one or more cities, and the first structure built is termed a "Palace",
and reserved for the leaders of the tribe.  As the civilisation grows in
sophistication, this Palace is routinely enhanced and upgraded to reflect the
growing wealth and technology of the tribe, but may start as the rudest of
huts: just sufficient to set it aside from the mobile tents of nomads and
indicate that the people are now a settled people.

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[Freeciv-Dev] [bug #22343] server.got_first_city sanity check fails

2014-07-14 Thread Jordi Negrevernis i Font
URL:
  

 Summary: server.got_first_city sanity check fails
 Project: Freeciv
Submitted by: jorneg
Submitted on: dl 14 jul 2014 23:27:57 UTC
Category: general
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:


Every turn on S2_4 last revision.

1: in srv_running() [srv_main.c::2326]: assertion
'!(city_list_size(pplayer->cities) > 0 && !pplayer->server.got_first_city)'
failed.
2: Backtrace:
2: 0: ./server/freeciv-server() [0x827b6fd]
2: 1: ./server/freeciv-server(vdo_log+0xca) [0x827f50a]
2: 2: ./server/freeciv-server(do_log+0x40) [0x827f590]
2: 3: ./server/freeciv-server(fc_assert_fail+0x60) [0x827f770]
2: 4: ./server/freeciv-server() [0x8106aee]
2: 5: ./server/freeciv-server(real_sanity_check+0x10f) [0x810a56f]
2: 6: ./server/freeciv-server(srv_main+0xb07) [0x80780b7]
2: 7: ./server/freeciv-server(main+0x90d) [0x80700fd]
2: 8: /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0xb73ec4d3]
2: 9: ./server/freeciv-server() [0x8070785]
1: Si us plau informa d'aquest missatge a http://gna.org/projects/freeciv/
2: Backtrace:
2: 0: ./server/freeciv-server() [0x827b6fd]
2: 1: ./server/freeciv-server(vdo_log+0xca) [0x827f50a]
2: 2: ./server/freeciv-server(do_log+0x40) [0x827f590]
2: 3: ./server/freeciv-server(fc_assert_fail+0xdc) [0x827f7ec]
2: 4: ./server/freeciv-server() [0x8106aee]
2: 5: ./server/freeciv-server(real_sanity_check+0x10f) [0x810a56f]
2: 6: ./server/freeciv-server(srv_main+0xb07) [0x80780b7]
2: 7: ./server/freeciv-server(main+0x90d) [0x80700fd]
2: 8: /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0xb73ec4d3]
2: 9: ./server/freeciv-server() [0x8070785]
1: in begin_turn() [srv_main.c::881]: assertion
'!(city_list_size(pplayer->cities) > 0 && !pplayer->server.got_first_city)'
failed.
2: Backtrace:
2: 0: ./server/freeciv-server() [0x827b6fd]
2: 1: ./server/freeciv-server(vdo_log+0xca) [0x827f50a]
2: 2: ./server/freeciv-server(do_log+0x40) [0x827f590]
2: 3: ./server/freeciv-server(fc_assert_fail+0x60) [0x827f770]
2: 4: ./server/freeciv-server() [0x8106aee]
2: 5: ./server/freeciv-server(real_sanity_check+0x10f) [0x810a56f]
2: 6: ./server/freeciv-server(srv_main+0x565) [0x8077b15]
2: 7: ./server/freeciv-server(main+0x90d) [0x80700fd]
2: 8: /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0xb73ec4d3]
2: 9: ./server/freeciv-server() [0x8070785]
1: Si us plau informa d'aquest missatge a http://gna.org/projects/freeciv/
2: Backtrace:
2: 0: ./server/freeciv-server() [0x827b6fd]
2: 1: ./server/freeciv-server(vdo_log+0xca) [0x827f50a]
2: 2: ./server/freeciv-server(do_log+0x40) [0x827f590]
2: 3: ./server/freeciv-server(fc_assert_fail+0xdc) [0x827f7ec]
2: 4: ./server/freeciv-server() [0x8106aee]
2: 5: ./server/freeciv-server(real_sanity_check+0x10f) [0x810a56f]
2: 6: ./server/freeciv-server(srv_main+0x565) [0x8077b15]
2: 7: ./server/freeciv-server(main+0x90d) [0x80700fd]
2: 8: /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0xb73ec4d3]
2: 9: ./server/freeciv-server() [0x8070785]
1: in begin_phase() [srv_main.c::948]: assertion
'!(city_list_size(pplayer->cities) > 0 && !pplayer->server.got_first_city)'
failed.
2: Backtrace:
2: 0: ./server/freeciv-server() [0x827b6fd]
2: 1: ./server/freeciv-server(vdo_log+0xca) [0x827f50a]
2: 2: ./server/freeciv-server(do_log+0x40) [0x827f590]
2: 3: ./server/freeciv-server(fc_assert_fail+0x60) [0x827f770]
2: 4: ./server/freeciv-server() [0x8106aee]
2: 5: ./server/freeciv-server(real_sanity_check+0x10f) [0x810a56f]
2: 6: ./server/freeciv-server(srv_main+0x966) [0x8077f16]
2: 7: ./server/freeciv-server(main+0x90d) [0x80700fd]
2: 8: /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0xb73ec4d3]
2: 9: ./server/freeciv-server() [0x8070785]
1: Si us plau informa d'aquest missatge a http://gna.org/projects/freeciv/
2: Backtrace:
2: 0: ./server/freeciv-server() [0x827b6fd]
2: 1: ./server/freeciv-server(vdo_log+0xca) [0x827f50a]
2: 2: ./server/freeciv-server(do_log+0x40) [0x827f590]
2: 3: ./server/freeciv-server(fc_assert_fail+0xdc) [0x827f7ec]
2: 4: ./server/freeciv-server() [0x8106aee]
2: 5: ./server/freeciv-server(real_sanity_check+0x10f) [0x810a56f]
2: 6: ./server/freeciv-server(srv_main+0x966) [0x8077f16]
2: 7: ./server/freeciv-server(main+0x90d) [0x80700fd]
2: 8: /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0xb73ec4d3]
2: 9: ./server/freeciv-server() [0x8070785]





_

[Freeciv-Dev] [bug #22342] Some supplied rulesets failing to load "assertion 'index >= 0 && index < n_with_role[role]"

2014-07-14 Thread Emmet Hikory
Update of bug #22342 (project freeciv):

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


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[Freeciv-Dev] [bug #22342] Some supplied rulesets failing to load "assertion 'index >= 0 && index < n_with_role[role]"

2014-07-14 Thread Emmet Hikory
Update of bug #22342 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #2:

The crash was caused by processing settings stored in game.ruleset: the
settings validation code presumes a sane ruleset with cached data.  The
attached patch moves the settings loading until after ruleset sanity checking,
and makes it conditional on ruleset sanity checking passing.

Scheduled for immediate commit to avoid crashes loading rulesets that impose
settings that expect sane rulesets.

(file #21423)
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Additional Item Attachment:

File name: only-load-settings-for-sane-rulesets.patch Size:1 KB


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[Freeciv-Dev] [bug #22340] Barbarians get palace

2014-07-14 Thread Jacob Nevins
Follow-up Comment #1, bug #22340 (project freeciv):

> in stable branches we need to hardcode it so that barbarians 
> (any barbarian type) do not get initial buildings?
This would be relatively easy: transfer_city() now has a "build_free"
argument, which unit_enter_city() could conditionalise on whether the
conqueror is a barbarian. That way they don't get a palace in their first
city.

After that I think 'savepalace' will not build a new palace as the barbarian
loses cities, as it only moves small wonders that already exist. Since the
barbarians should never found a city, have one transferred by treaty, etc,
that should leave them generally without a palace.

I had sort of assumed that barbarians not getting a palace was accidental,
since the code for gameloss_style="Barbarians" carefully gave the barbarians a
palace (and still does). But on reflection, the gameloss_style behaviour is
new, whereas the transfer_city() behaviour is age-old, so probably the former
was wrong.

(There is also an argument that conquering one's first city giving a free
palace even for normal players might be controversial; narratively it's a
little peculiar. If we want that ruleset-conditionalised then we need to come
up with a behaviour for when such a player *does* get their free Palace and
other initial buildings; is it from their first Settler-founded city? Surely
we don't penalise them by never giving them free stuff.)

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[Freeciv-Dev] [bug #22342] Some supplied rulesets failing to load "assertion 'index >= 0 && index < n_with_role[role]"

2014-07-14 Thread Emmet Hikory
Update of bug #22342 (project freeciv):

  Status:None => In Progress
 Assigned to:None => persia 


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[Freeciv-Dev] [patch #4925] Alien ruleset with single Makefile.am

2014-07-14 Thread Marko Lindqvist
Update of patch #4925 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #22034] Cannot build Irrigation and Mine simultaneously

2014-07-14 Thread Marko Lindqvist
Update of bug #22034 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-07-14 Thread Marko Lindqvist
Follow-up Comment #3, patch #4816 (project freeciv):

- Updated against svn, but untested at the moment (since civ2civ3 ruleset does
not load for other reasons)

(file #21422)
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Additional Item Attachment:

File name: Civ2civ3CivilianZoc.patch  Size:8 KB


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[Freeciv-Dev] [bug #22342] Some supplied rulesets failing to load "assertion 'index >= 0 && index < n_with_role[role]"

2014-07-14 Thread Marko Lindqvist
Follow-up Comment #1, bug #22342 (project freeciv):

I suspect patch #4938 that moved code to set up unit roles ( call to
role_unit_precalcs(); )

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[Freeciv-Dev] [bug #22342] Some supplied rulesets failing to load "assertion 'index >= 0 && index < n_with_role[role]"

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: Some supplied rulesets failing to load "assertion
'index >= 0 && index < n_with_role[role]"
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 01:14:15 AM EEST
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:

At least civ2civ3 and alien rulesets fail to load due to assert failure.




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[Freeciv-Dev] [bug #22297] Road move_time = -1 doesn't get to client correctly

2014-07-14 Thread Marko Lindqvist
Update of bug #22297 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #4951] new nation Austria-Hungary

2014-07-14 Thread Marko Lindqvist
Update of patch #4951 (project freeciv):

Category: freeciv-web => rulesets   
Priority:   9 - Immediate => 5 - Normal 
 Assigned to:None => mixcoatl   


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[Freeciv-Dev] [bug #21550] Make function of timeout / "off" label in UI more obvious somehow

2014-07-14 Thread Marko Lindqvist
Update of bug #21550 (project freeciv):

 Planned Release: 2.4.3, 2.5.0-beta1, 2.6.0 => 2.4.3, 2.5.0-beta2,
2.6.0


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[Freeciv-Dev] [bug #21950] Game crash with popup message "Exhausted city and unit numbers!"

2014-07-14 Thread Marko Lindqvist
Update of bug #21950 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #4937] Really assert tech is in valid range

2014-07-14 Thread Emmet Hikory
Update of patch #4937 (project freeciv):

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


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[Freeciv-Dev] [bug #22319] Experimental ruleset Triremes can't move up rivers on trunk

2014-07-14 Thread Emmet Hikory
Update of bug #22319 (project freeciv):

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


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[Freeciv-Dev] [patch #4939] Use const for more sorts of requirement checks

2014-07-14 Thread Emmet Hikory
Update of patch #4939 (project freeciv):

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


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[Freeciv-Dev] [patch #4938] Consolidate server precalcs and cache population

2014-07-14 Thread Emmet Hikory
Update of patch #4938 (project freeciv):

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


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[Freeciv-Dev] [bug #22341] Lua script calling has_base crashes freeciv

2014-07-14 Thread Jeffrey C. Jacobs
Additional Item Attachment, bug #22341 (project freeciv):

File name: freeciv-T1429-Y03004-quitidle.sav.bz2 Size:722 KB


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[Freeciv-Dev] [patch #4934] Use macros for uclass_index() and utype_class()

2014-07-14 Thread Emmet Hikory
Update of patch #4934 (project freeciv):

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


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[Freeciv-Dev] [bug #22341] Lua script calling has_base crashes freeciv

2014-07-14 Thread Jeffrey C. Jacobs
URL:
  

 Summary: Lua script calling has_base crashes freeciv
 Project: Freeciv
Submitted by: timehorse
Submitted on: Mon 14 Jul 2014 09:41:57 PM UTC
Category: general
Severity: 5 - Blocker
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: SVN@25382
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

The following lua script causes Freeciv to crash and core dump:

Karchidons = 0
Pfree = 0
for v in find.player(0):units_iterate() do
if v.utype.id == 11 then
local m = getmetatable(v)
elseif v.utype.id == 9 then
t = v.tile
if t then
c = t:city()
if c then
if c.id == 8715 then
Karchidons = Karchidons + 1
else
log.debug(c.name .. " " .. c.id)
end
else
log.debug(v.utype:rule_name())
if t:has_base(v.utype:rule_name()) then -- This is the line
that causes the game to crash
log.debug("Partisan stationed at (" .. t.x .. ", " .. t.y
.. ")")
else
log.debug("Partisan at (" .. t.x .. ", " .. t.y .. ")")
end
Pfree = Pfree + 1
end
end
end
end
log.debug(Karchidons .. " Partisans in Karchidons.")
log.debug(Pfree .. " Partisan Free Agents.")




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[Freeciv-Dev] [bug #22340] Barbarians get palace

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: Barbarians get palace
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Jul 2014 12:34:31 AM EEST
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:

jtn in bug #21629:
Note that since bug #22271, it is much harder to end up without a palace
(unless 'savepalace' is off), and that includes barbarians. If we *want*
barbarians to end up without a palace, further changes will be required.

In trunk that could be additional info in rulesets (or server options), but in
stable branches we need to hardcode it so that barbarians (any barbarian type)
do not get initial buildings?




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[Freeciv-Dev] [bug #22320] Lua compilation tries to use _setjmp() when configure has only checked _longjmp()

2014-07-14 Thread Marko Lindqvist
Follow-up Comment #2, bug #22320 (project freeciv):

S2_5 version

(file #21420)
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File name: _SetJmpCheck-S2_5.patchSize:1 KB


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[Freeciv-Dev] [bug #22339] Threaded AI log spamming

2014-07-14 Thread Marko Lindqvist
Update of bug #22339 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #1:

Fix

(file #21419)
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Additional Item Attachment:

File name: ThreadSpam.patch   Size:0 KB


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[Freeciv-Dev] [bug #22339] Threaded AI log spamming

2014-07-14 Thread Marko Lindqvist
Update of bug #22339 (project freeciv):

 Planned Release: => 2.5.0-beta1, 2.6.0 


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[Freeciv-Dev] [bug #22311] Threaded AI mishandles NoBonus road types

2014-07-14 Thread Marko Lindqvist
Update of bug #22311 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #22339] Threaded AI log spamming

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: Threaded AI log spamming
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 14 Jul 2014 11:40:09 PM EEST
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Threaded AI spits out debug log in log_normal() level.




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Re: [Freeciv-Dev] [patch #4949] [Metaticket] Get rid of massive switch-cases

2014-07-14 Thread Vasco Alexandre da Silva Costa
Using function pointers is seldom a good idea.
Also what will you do if the function calls take different parameters?


On Mon, Jul 14, 2014 at 9:17 AM, Marko Lindqvist <
no-reply.invalid-addr...@gna.org> wrote:

> URL:
>   
>
>  Summary: [Metaticket] Get rid of massive switch-cases
>  Project: Freeciv
> Submitted by: cazfi
> Submitted on: Mon 14 Jul 2014 11:17:00 AM EEST
> Category: None
> Priority: 5 - Normal
>   Status: None
>  Privacy: Public
>  Assigned to: None
> Originator Email:
>  Open/Closed: Open
>  Discussion Lock: Any
>  Planned Release:
>
> ___
>
> Details:
>
> To at least open a ticket of something I've long wanted to do...
>
> We have a couple of switch - case constructs with a lot of cases (packet
> handling has a case for each packet number, ai effect evaluation for each
> effect type). While I haven't measured how much that affects our overall
> performance, checking against each case in often called functions certainly
> gives us some performance hit (I don't think any compiler can make major
> optimizations on this - feel free to correct me).
>
> My plan is to investigate possibilities to build function arrays, so that
> what
> currently is an case would be array index:
>
> switch (var) {
> case 0:
>   func0();
>   break;
> case 1:
>   func1();
>   break;
> case 2:
>   func2();
>   break
> ...
> }
>
> ->
>
> funcs[var]();
>
>
>
>
>
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>
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-- 
Vasco Alexandre da Silva Costa
PhD Student at Department of Information Systems and Computer Science
IST/Technical University of Lisbon
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[Freeciv-Dev] [patch #4949] [Metaticket] Get rid of massive switch-cases

2014-07-14 Thread Emmet Hikory
Follow-up Comment #1, patch #4949 (project freeciv):

Modern optimising compilers sometimes compile into a branch table, which is
precisely as efficient as an array of pointers to pointers to functions (so
nearly, but not quite as efficient as an array of pointers to functions), but
this isn't always the case, especially in situations where multiple values hit
the same code block, or where fallthrough is required (instead choosing a
binary search or possibly a sequence of conditionals, depending on the code
structure).  For the really huge tables, where every possible value has an
associated (different) code block, the compiler probably does the right thing,
but the code would probably be easier to read and maintain if the functions
were smaller and the callers had a constant signature (e.g. in requirements.c,
there are all sorts of inconsistencies in whether various conditions are
checked in the switch statement or in the function called by the switch
statement, which can be confusing when hunting code paths).

My personal preference is that any switch statements that are converted to
function arrays maintain a static function array in a .c file which is
initialised on program load, rather than hardcoding the arrays in header files
and exporting them everywhere.  If access is required from other modules,
macro accessors can drive a generic handling function that calls into the
function array (potentially with localised pre- and/or post-processing).

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Re: [Freeciv-Dev] [bug #21881] Wrong flags

2014-07-14 Thread J

Hi J. M. Maalderink, 


do you have any news on the flag of Manchuria? We communicated about correcting 
it. 


Thank you. 


- Wu Ti



On Wednesday, April 30, 2014 2:24 PM, J  wrote:
 


Hi J. M. Maalderink, 
 
your proposals sound fine to me. Thank you. 

From: J.M. Maalderink 
To: J.M. Maalderink ; pepeto ; 
altai...@yahoo.com; freeciv-dev@gna.org 
Sent: Saturday, April 26, 2014 2:33 PM
Subject: [bug #21881] Wrong flags


Update of bug #21881 (project freeciv):

                  Status:                    None => In Progress            

    ___

Follow-up Comment #2:

1) I'm OK with changing the Manchu flag
2) Not as sure about the Arab flag. The in-game Arab nation is mostly used to
represent the medieval Arab Caliphates, using a 20th century flag would be a
bit anachronistic.
3) That one would be too similar to the South Korean flag. What about using
this one:
https://commons.wikimedia.org/wiki/File:Flag_of_the_King_of_Joseon_%28Fringeless%29.svg

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[Freeciv-Dev] [patch #4951] new nation Austria-Hungary

2014-07-14 Thread Wu Ti
URL:
  

 Summary: new nation Austria-Hungary
 Project: Freeciv
Submitted by: kangxi
Submitted on: Mon 14 Jul 2014 10:57:03 AM UTC
Category: freeciv-web
Priority: 9 - Immediate
  Status: None
 Privacy: Private
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Hello, 

Could you please add a new nation "Austria-Hungary" to Free Civ? I have the
code below. The flag is also uploaded in svg format. Thank you. 

[nation_austria-hungary]

name=_("Austro-Hungarian")
plural=_("?plural:Austro-Hungarians")
groups="Early Modern", "Modern", "European", "Core"
; /* TRANS: Legend for nation in "core" set */
legend=_("Austria-Hungary, also known as the Austro-Hungarian Empire or the
Dual Monarchy, \
was a constitutional union of the Empire of Austria and the Apostolic Kingdom
of Hungary, \
that existed from 1867 to 1918. The union was a result of the Compromise of
1867 \
that reformed the Austrian empire. It was ruled by the Habsburg emperor of
Austria, \
who was king of Hungary at the same time.\
Austria-Hungary was a multinational realm and one of the world's great powers.
It was \
geographically the second largest country in Europe, and the third most
populous.\
At the end of World War I, the empire fell apart in 1918. The successive
nations were \
Austria, Hungary, Czechoslovakia, Yugoslavia, Romania, Poland, and Italy.")
leaders = {
 "name", "sex"; Full name/s in comment
 "Franz Joseph I", "Male"
 "Elisabeth", "Female"
 "Rudolf", "Male"
 "Stephanie", "Female"
 "Franz Ferdinand", "Male"
 "Sophie", "Female"
 "Karl I", "Male"
 "Zita", "Female"
 "Otto", "Male"
 "Regina", "Female"
 "Karl", "Male"
 "Francesca", "Female"
 "Ferdinand Zvonimir", "Male"
 "Friedrich Ferdinand von Beust", "Male"
 "Gyula Andrássy", "Male"
 "Heinrich Karl von Haymerle", "Male"
 "Gustav Kálnoky", "Male"
 "Agenor Gołuchowski", "Male"
 "Alois Lexa von Ährenthal", "Male"
 "Leopold Berchtold", "Male"
 "István Burián", "Male"
 "Ottokar Czernin", "Male"
 "Ferdinand Lobkowicz", "Male"
}

ruler_titles = {
 "government",  "male_title","female_title"
 "Despotism",   _("Archduke %s"),_("Archduchess %s")
 "Monarchy",_("Emperor %s"),  _("Empress %s")
 "Democracy",   _("Minister-President %s"), 
_("?female:Minister-President %s")
 "Fundamentalism",  _("Cardinal %s"),  _("Mother Superior %s")
 "Communism",   _("First Secretary %s"), _("?female:First Secretary %s")
}

flag="austria-hungary"
flag_alt = "-"
style = "European"

init_techs=""
init_buildings=""
init_units=""
conflicts_with  = "austrian", "holyroman", "hungarian", "tyrolean" 
civilwar_nations="hungarian", "czechoslovak", "yugoslav", "romanian",
"polish", "italian"
cities =
  "Wien (!ocean)",
  "Budapest" (!ocean),
  "Praha (!ocean)",
  "Trieste (ocean)",
  "Lwów (!ocean)",
  "Szeged (!ocean)",
  "Kraków (!ocean)",
  "Graz (!ocean)",
  "Brno (!ocean)",
  "Subotica (!ocean)",
  "Debrecen (!ocean)",
  "Czernowitz (!ocean)",
  "Pilsen (!ocean)",
  "Zagreb (!ocean)",
  "Bratislava (!ocean)",
  "Miskolc (!ocean)",
  "Temeswar (!ocean)",
  "Nagyvárad (!ocean)",
  "Linz (!ocean)",
  "Kecskemét  (!ocean)",
  "Rijeka  (ocean)",
  "Nagyvárad  (!ocean)",
  "Arad (!ocean)",
  "Kolozsvár (!ocean)",
  "Hódmezővásárhely (!ocean)",
  "Pola (ocean)",
  "Przemyśl (!ocean)",
  "Innsbruck (mountains, !ocean)",
  "Miskolc (!ocean)",
  "Sarajevo (!ocean)",
  "Karlsbad (mountains, !ocean)",
  "Pécs (!ocean)",
  "Ljubljana (!ocean)",
  "Budweis (!ocean)",
  "Győr (!ocean)",
  "Košice (!ocean)",
  "Brassó (!ocean)",
  "Aussig (!ocean)",
  "Békéscsaba (!ocean)",
  "Tarnów (!ocean)",
  "Reichenberg (!ocean)",
  "Salzburg (mountains, !ocean)",
  "Sopron (!ocean)",
  "Sankt Pölten (!ocean)",
  "Szatmárnémeti (!ocean)",
  "Tarnopol (!ocean)",
  "Hermannstadt (mountains, !ocean)",
  "Stanisławów (!ocean)",
  "Wiener Neustadt (!ocean)",
  "Jihlava (!ocean)",
  "Gorizia (ocean)",
  "Troppau (!ocean)",
  "Trento (mountains, !ocean)",
  "Leoben (!ocean)",
  "Klagenfurt (!ocean)",
  "Maribor (!ocean)",
  "Villach (!ocean)",
  "Zara (ocean)",
  "Stryj (!ocean)",
  "Eger (!ocean)",
  "Iglau (!ocean)",
  "Marosvásárhely (!ocean)",
  "Drohobych (!ocean)",
  "Jarosław (!ocean)",
  "Split (ocean)",
  "Teschen (!ocean)",
  "Olmütz (!ocean)",
  "Bozen (mountains, !ocean)",
  "Meran (mountains !ocean)",
  "Reschitz (!ocean)",
  "Krems (!ocean)",
  "Olmütz (!ocean)",
  "Krk (ocean)",
  "Šibenik (ocean)",
  "Baden (!ocean)",
  "Gottschee (!ocean)",
  "Znaim (!ocean)",
  "Bielitz (!ocean)",
  "Dubrovnik (ocean)",
  "Steyr (!ocean)",
  "Kroměříž (!ocean)",
  "Mostar (!ocean)",
  "Rădăuți (!ocean)",
  "Banja Luka (!ocean)",
  "Suceava (!ocean)",
  "Nagybánya (!ocean)",
  "Ruvèigno (o

[Freeciv-Dev] [patch #4944] Want techs for direct effect value

2014-07-14 Thread Marko Lindqvist
Follow-up Comment #1, patch #4944 (project freeciv):

Base want needs to be moved outside the effects iteration loop - it currently
adds it once for each effect provided by the tech, i.e., base want is
multiplied by the number of effects. Still, for performance reasons, even base
want should not be calculated for techs that provide no direct effects at all
(great majority of techs in supplied rulesets) - that's why tech effects cache
was added in the first place.

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[Freeciv-Dev] [patch #4950] National culture effects

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: National culture effects
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 14 Jul 2014 11:18:36 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Add effects "National_Performance" and "National_History" to adjust culture in
national level, not tied to specific city.



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File Attachments:


---
Date: Mon 14 Jul 2014 11:18:36 AM EEST  Name: NationalCultureEffects.patch 
Size: 3kB   By: cazfi



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[Freeciv-Dev] [patch #4759] Setting TRUNK for 3.0 development

2014-07-14 Thread Jacob Nevins
Follow-up Comment #1, patch #4759 (project freeciv):

After patch #4942, this should also update trunk's DEFAULT_FOLLOW_TAG to S3_0.

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[Freeciv-Dev] [patch #4942] Set S2_5 follow tag to "S2_5" for duration of betas/RCs (and trunk to S2_6)

2014-07-14 Thread Jacob Nevins
Update of patch #4942 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => jtn
 Summary: Set S2_5 follow tag to "S2_5" for duration of
betas/RCs => Set S2_5 follow tag to "S2_5" for duration of betas/RCs (and
trunk to S2_6)

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Additional Item Attachment:

File name: trunk-unstable-followtag.patch Size:0 KB
File name: S2_5-unstable-followtag.patch  Size:0 KB


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[Freeciv-Dev] [patch #4949] [Metaticket] Get rid of massive switch-cases

2014-07-14 Thread Marko Lindqvist
URL:
  

 Summary: [Metaticket] Get rid of massive switch-cases
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 14 Jul 2014 11:17:00 AM EEST
Category: None
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:

To at least open a ticket of something I've long wanted to do...

We have a couple of switch - case constructs with a lot of cases (packet
handling has a case for each packet number, ai effect evaluation for each
effect type). While I haven't measured how much that affects our overall
performance, checking against each case in often called functions certainly
gives us some performance hit (I don't think any compiler can make major
optimizations on this - feel free to correct me).

My plan is to investigate possibilities to build function arrays, so that what
currently is an case would be array index:

switch (var) {
case 0:
  func0();
  break;
case 1:
  func1();
  break;
case 2:
  func2();
  break
...
}

-> 

funcs[var]();





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[Freeciv-Dev] [patch #4935] Set HasNoZOC on some air units: AWACS, missiles, and bombers

2014-07-14 Thread Jacob Nevins
Update of patch #4935 (project freeciv):

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

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Follow-up Comment #2:

> Slightly more controversial than patch #4818 [...]
No one screamed...

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[Freeciv-Dev] [bug #22302] City map UI broken with init_city_radius_sq =15 in version 2.5

2014-07-14 Thread Jacob Nevins
Update of bug #22302 (project freeciv):

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


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[Freeciv-Dev] [patch #4818] classic/experimental/multiplayer: set HasNoZOC on non-military units (Explorers, etc)

2014-07-14 Thread Jacob Nevins
Update of patch #4818 (project freeciv):

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


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[Freeciv-Dev] [bug #22167] River listed under "Terrain Alterations" in help

2014-07-14 Thread Jacob Nevins
Update of bug #22167 (project freeciv):

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


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[Freeciv-Dev] [bug #22318] Nation translation domain not read properly by client

2014-07-14 Thread Jacob Nevins
Update of bug #22318 (project freeciv):

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


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[Freeciv-Dev] [bug #22308] civ2civ3: help claims fortresses/airbases can't be built on rivers

2014-07-14 Thread Jacob Nevins
Update of bug #22308 (project freeciv):

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


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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-07-14 Thread Jacob Nevins
Follow-up Comment #13, bug #21629 (project freeciv):

> in a game of Civ2 Test of Time [...] Apparently, barb cities 
> have no waste at all but almost max corruption
Note that since bug #22271, it is much harder to end up without a palace
(unless 'savepalace' is off), and that includes barbarians. If we *want*
barbarians to end up without a palace, further changes will be required.

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[Freeciv-Dev] [patch #4943] Single-veteran-level level name

2014-07-14 Thread Jacob Nevins
Follow-up Comment #2, patch #4943 (project freeciv):

> Ah, the comments say that freeciv never displays that name 
> anyway, so "green" is just less work for translators.
Indeed. Hopefully the comments are correct. This was a result of (bug #20023)
(as recently amended).

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