[Freeciv-Dev] [bug #23012] future target purged on same turn as requirement get

2014-12-02 Thread pepeto
Follow-up Comment #6, bug #23012 (project freeciv):

> The flip side in changing the order would be that anything
> built this turn would not contribute to the production (Library
> increasing science, Marketplace gold, Factory production,
> Military units helping martial law or (in case of field units)
> causing unhappiness, or having maintenance of any kind)
But the current behaviour is already buggy. Taking for example a city building
a settler, it gets the production as expected, but when the settler is build,
the city workers are re-arranged, and the food and trade production you get
from it depends on the new used tiles.

I have described quite similar bugs some years ago (see bug #14473).


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[Freeciv-Dev] [bug #23012] future target purged on same turn as requirement get

2014-12-02 Thread Zakri Kneebone
Follow-up Comment #4, bug #23012 (project freeciv):

Well there could be a forcast model as a generated a list in anticipation of
things that will be available next turn. If there are /2 * bulbs/ +
current_research what can I build that I can't build now? Build the list
between end turn and can_build sequence. city_iterate the list in
can_build_xxx_later to avoid the false negative. Then of course it has to be
checked again anyway so may as well do it there. It's pretty complicated, I'd
have to model it out visually.

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[Freeciv-Dev] [patch #5473] Void parameter list for popdown_diplomacy_dialogs()

2014-12-02 Thread Marko Lindqvist
Update of patch #5473 (project freeciv):

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


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[Freeciv-Dev] [bug #14473] End of turn is totally messy

2014-12-02 Thread pepeto
Update of bug #14473 (project freeciv):

  Depends on: => bugs #23012


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[Freeciv-Dev] [patch #5482] Make the "Help Build Wonder" caravan action action enabler controlled.

2014-12-02 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Make the "Help Build Wonder" caravan action action
enabler controlled.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 02 Dec 2014 11:13:00 AM UTC
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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[Freeciv-Dev] [bug #22996] Segmentation fault in map_claim_border() from server_quit()

2014-12-02 Thread Jacob Nevins
Follow-up Comment #8, bug #22996 (project freeciv):

For release notes: did this bug somehow only trigger only in freeciv-web or
trunk code, or could it also have caused a crash in S2_4 in some circumstance?

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[Freeciv-Dev] [patch #5480] AI: It is possible to do a caravan action from the neighbor tile.

2014-12-02 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: AI: It is possible to do a caravan action from the
neighbor tile.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 02 Dec 2014 08:48:29 AM UTC
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

This patch won't make a huge difference. The AI will only try to do caravan
actions with it self and its allies. Its caravans can therefore enter all
cities it wishes to do caravan actions on.



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File Attachments:


---
Date: Tue 02 Dec 2014 08:48:29 AM UTC  Name:
0003-AI-It-is-possible-to-do-a-caravan-action-for-the-nei.patch  Size: 918B  
By: sveinung



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[Freeciv-Dev] [patch #5479] AI: Try entering the marketplace if establishing a trade route is impossible.

2014-12-02 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: AI: Try entering the marketplace if establishing a
trade route is impossible.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 02 Dec 2014 08:43:53 AM UTC
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

This isn't full AI support for the Enter Marketplace action. It is just used
as a fall back in cases were establishing a trade route was impossible.



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File Attachments:


---
Date: Tue 02 Dec 2014 08:43:53 AM UTC  Name:
0005-AI-Try-entering-the-marketplace-if-establishing-a-tr.patch  Size: 2kB  
By: sveinung



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[Freeciv-Dev] [patch #5478] AI: Don't build units that can't establish trade routes for that purpose.

2014-12-02 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: AI: Don't build units that can't establish trade
routes for that purpose.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 02 Dec 2014 08:42:37 AM UTC
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Because of action enabler control over Establish Trade Route a unit type may
have the TradeRoute flag but still be incapable of establish a trade route.
Don't build units that can't establish trade routes for the purpose of
establishing trade routes.



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File Attachments:


---
Date: Tue 02 Dec 2014 08:42:37 AM UTC  Name:
0001-AI-Don-t-build-units-that-can-establish-trade-routes.patch  Size: 2kB  
By: sveinung



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[Freeciv-Dev] [bug #23005] "Caravan is not an actor unit"

2014-12-02 Thread Sveinung Kvilhaugsvik
Update of bug #23005 (project freeciv):

  Status:   Need Info => Ready For Test 

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Follow-up Comment #3:

Fix attached.

(file #23014)
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Additional Item Attachment:

File name: 0002-AI-Don-t-try-to-establish-a-trade-route-with-a-unit-.patch
Size:3 KB


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