[Freeciv-Dev] [patch #5546] Qt client: Add special unit page to manual

2014-12-11 Thread Louis Moureaux
URL:
  

 Summary: Qt client: Add special unit page to manual
 Project: Freeciv
Submitted by: louis94
Submitted on: ven. 12 déc. 2014 01:10:57 UTC
Category: client-qt
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:

This is a patch for TRUNK adding units properties (Attack, Defense, ...) to
the manual of the Qt client.

I identified two flaws I may need to fix before it gets merged :
* The uclass_max_values(struct unit_class *uclass) function may need to be
reworked (use fc_malloc instead of new) and moved to another header. I can't
choose between helpdata.h (I don't think the function will ever be of any use
outside help dialogs) and unittype.h (because the name begins with uclass_). I
would also need to add uclass_create and uclass_free.
* Add option gui_qt_font_help_title for title font.



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File Attachments:


---
Date: ven. 12 déc. 2014 01:10:57 UTC  Name: manual-units-trunk-0.patch.bz2 
Size: 3 ko   By: louis94



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[Freeciv-Dev] [patch #5538] Idea: Add "Pay Opposition", a new spy action

2014-12-11 Thread anonymous
Follow-up Comment #4, patch #5538 (project freeciv):

I think the original proposal can be made reasonable if the cities making up
the breakaway nation fulfill certain conditions. For example, far-flung
colonies greater than x distance from the capital and/or close proximity to
instigator nation that is at least equal in military and cultural power to
target nation. The percentage of cities given away should be a (much?) smaller
number than 50%.

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[Freeciv-Dev] [patch #5540] Spy actions: Resolve targeted vs untargeted steal tech and sabotage

2014-12-11 Thread Sveinung Kvilhaugsvik
Update of patch #5540 (project freeciv):

  Depends on: => patch #5545

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Follow-up Comment #1:

_Remove the !present Spy req for the untargeted version in the bundled
rulesets_
Now patch #5545

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[Freeciv-Dev] [patch #5545] Allow Spy units to do the untargeted version of steal tech and sabotage city.

2014-12-11 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Allow Spy units to do the untargeted version of
steal tech and sabotage city.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Thu 11 Dec 2014 11:17:11 PM UTC
Category: rulesets
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:

At the moment the targeted version includes the untargeted version. This will
save a player that wants to do the untargeted version some time. Should the
targeted version stop including the untargeted version this change will be
needed to avoid a rule change.



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File Attachments:


---
Date: Thu 11 Dec 2014 11:17:11 PM UTC  Name:
0001-Allow-Spy-units-to-do-the-untargeted-version-of-stea.patch  Size: 5kB  
By: sveinung



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[Freeciv-Dev] [patch #4762] User flags should be translatable

2014-12-11 Thread Marko Lindqvist
Update of patch #4762 (project freeciv):

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


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[Freeciv-Dev] [patch #5519] Generate fc_config.h to gen_headers/

2014-12-11 Thread Marko Lindqvist
Update of patch #5519 (project freeciv):

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

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Follow-up Comment #2:

In most cases people need to run autogen.sh after updating to a revision with
this commit.

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[Freeciv-Dev] [bug #23001] fc_types.h wants fc_config.h via nation.h

2014-12-11 Thread Marko Lindqvist
Follow-up Comment #4, bug #23001 (project freeciv):

The error message is valid if you're not including the "freeciv_config.h"
before fcintl.h, or something that includes it. The bug fixed was that it was
requiring fc_config.h that one should not include to external projects.

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[Freeciv-Dev] [bug #23001] fc_types.h wants fc_config.h via nation.h

2014-12-11 Thread Zakri Kneebone
Follow-up Comment #3, bug #23001 (project freeciv):

My aimodule project still reports these errors after applying this patch.
Could be an include for /common Makefile since I have only noticed the
fcintl.h error from including those files. However I'm not sure of scope. Even
including the config.h directly does not stop warnings from fcintl.h. I think
there's an issue with translating module strings or some sort. I'm not using
translate markup for testing purposes, perhaps this is partially to blame.

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[Freeciv-Dev] [patch #5544] civ2civ3: backport changes from trunk to S2_5

2014-12-11 Thread Marko Lindqvist
Follow-up Comment #1, patch #5544 (project freeciv):

> Or once the format is frozen, would it be better to minimize the > changes?

Depends on case. Something that clearly fixes a problem in the ruleset should
go in, but otherwise even rulesets should remain stable in stable branch.
Consider also how someone starting a game with one version and loading saved
game to later to continue playing is affected. Rules should not change
drastically mid-game.

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[Freeciv-Dev] [patch #5538] Idea: Add "Pay Opposition", a new spy action

2014-12-11 Thread Marko Lindqvist
Follow-up Comment #3, patch #5538 (project freeciv):

> A government collapse would affect every city.

But it would have only temporary effect of couple of turns (revolution
length). Civil war proposed originally would give 50% of the cities away.

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[Freeciv-Dev] [bug #23052] "Fallout" appear as a category in Qt client help

2014-12-11 Thread mir3x
Update of bug #23052 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #2:

Replaced that some crazy stack with simple hash and manual tree looks ok.

(file #23157)
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Additional Item Attachment:

File name: qt-manual-tree.patch   Size:1 KB


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[Freeciv-Dev] [bug #23058] Can't use Area Selection mode when national borders are disabled

2014-12-11 Thread anonymous
Follow-up Comment #1, bug #23058 (project freeciv):

Sorry,my original post was a little incorrect.
Only selecting cities is unavailable.
I can normally select units with Area Selection mode.

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[Freeciv-Dev] [patch #5538] Idea: Add "Pay Opposition", a new spy action

2014-12-11 Thread anonymous
Follow-up Comment #2, patch #5538 (project freeciv):

A government collapse would affect *every* city. Even a briefcase nuke doesn't
have that much power.

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[Freeciv-Dev] [bug #23058] Can't use Area Selection mode when national borders are disabled

2014-12-11 Thread anonymous
URL:
  

 Summary: Can't use Area Selection mode when national borders
are disabled
 Project: Freeciv
Submitted by: None
Submitted on: 2014年12月11日 11時55分35秒
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.4,2.5.0beta2
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

When national borders are disabled,
Area Selection mode (selecting cities/units with Right-click-and-drag) is
unavailable.
It's inconvenient for me.




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[Freeciv-Dev] [patch #5542] civ2civ3: make wonders obsolete by own techs

2014-12-11 Thread David Fernandez
Follow-up Comment #3, patch #5542 (project freeciv):

Ah, thank you. I'll redo the patch, and I'll upload it when tested.


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[Freeciv-Dev] [patch #5542] civ2civ3: make wonders obsolete by own techs

2014-12-11 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #5542 (project freeciv):

The reason is that surviving tech requirements must have the world range. The
player range only support non surviving requirements.

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[Freeciv-Dev] [patch #5543] civ2civ3: Crusaders no longer cause military unhappiness

2014-12-11 Thread Sveinung Kvilhaugsvik
Update of patch #5543 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => sveinung   
 Planned Release: => 2.6.0, 2.5.0   


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[Freeciv-Dev] [patch #5542] civ2civ3: make wonders obsolete by own techs

2014-12-11 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #5542 (project freeciv):

When I apply this patch to current trunk it refuses to load the civ2civ3
ruleset.

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[Freeciv-Dev] [patch #5529] Gtk clients: make the Help Wonder button's custom info label creation more robust

2014-12-11 Thread Sveinung Kvilhaugsvik
Update of patch #5529 (project freeciv):

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


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[Freeciv-Dev] [patch #5528] Qt client: make the Help Wonder button's custom info label creation more robust.

2014-12-11 Thread Sveinung Kvilhaugsvik
Update of patch #5528 (project freeciv):

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


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[Freeciv-Dev] [patch #5527] AI: Try a new target when a caravan can't act against its current target.

2014-12-11 Thread Sveinung Kvilhaugsvik
Update of patch #5527 (project freeciv):

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


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[Freeciv-Dev] [patch #5544] civ2civ3: backport changes from trunk to S2_5

2014-12-11 Thread David Fernandez
URL:
  

 Summary: civ2civ3: backport changes from trunk to S2_5
 Project: Freeciv
Submitted by: bardo
Submitted on: Thu 11 Dec 2014 11:07:48 AM UTC
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:

I'm playing freeciv 2.5 beta2, with a version of civ2civ3 where I backported
all the compatible changes from trunk to v2.5.

I'm enjoying the game so far, I have not found any important bug, and I'm
liking most of the changes.

I wonder if I should try to submit patches for S2_5 with the changes from
trunk that are compatible, that do not affect the format freeze, and that I
have tested properly.
Or once the format is frozen, would it be better to minimize the changes?




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[Freeciv-Dev] [patch #5526] Check that there is a city to help build the wonder in.

2014-12-11 Thread Sveinung Kvilhaugsvik
Update of patch #5526 (project freeciv):

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


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[Freeciv-Dev] [patch #5543] civ2civ3: Crusaders no longer cause military unhappiness

2014-12-11 Thread David Fernandez
URL:
  

 Summary: civ2civ3: Crusaders no longer cause military
unhappiness
 Project: Freeciv
Submitted by: bardo
Submitted on: Thu 11 Dec 2014 10:44:39 AM UTC
Category: rulesets
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:

Disable uk_happy for Crusaders, same than current fanatics.
It is a minor change that I forgot in previous versions, but important to make
more attractive the religious tech path.

I attach patch for v2.5 too.




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File Attachments:


---
Date: Thu 11 Dec 2014 10:44:39 AM UTC  Name:
civ2civ3-crusader_happy-Trunk.patch  Size: 2kB   By: bardo


---
Date: Thu 11 Dec 2014 10:44:39 AM UTC  Name:
civ2civ3-crusader_happy-S2_5.patch  Size: 3kB   By: bardo



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[Freeciv-Dev] [patch #5518] Change the "Help build Wonder" button's mnemonic to 'b'.

2014-12-11 Thread Sveinung Kvilhaugsvik
Update of patch #5518 (project freeciv):

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


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[Freeciv-Dev] [patch #5542] civ2civ3: make wonders obsolete by own techs

2014-12-11 Thread David Fernandez
URL:
  

 Summary: civ2civ3: make wonders obsolete by own techs
 Project: Freeciv
Submitted by: bardo
Submitted on: Thu 11 Dec 2014 10:11:37 AM UTC
Category: rulesets
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:

This is a feature I was looking forward, and it is now possible in v2.6.
With this patch, you have to compete against the other players to build the
wonders, as always. But once built, it is up to you to decide when to let them
become obsolete.

The techs that make each wonder obsolete, were already chosen with this idea
in mind. In fact, these wonders have been used in some longturn games as small
wonders, where obsolescence works this same way.

Untested patch, yet.



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File Attachments:


---
Date: Thu 11 Dec 2014 10:11:37 AM UTC  Name:
civ2civ3-obsolete_wonders-Trunk.patch  Size: 8kB   By: bardo



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[Freeciv-Dev] [patch #5487] Start positions for earth scenarios

2014-12-11 Thread David Fernandez
Follow-up Comment #4, patch #5487 (project freeciv):

I realized that they are actually 39 unique starpos for core nations.
I made a new patch based on your EarthMod-2.patch, where I set the max players
to 39 in both scenarios.

In the big map, I replaced Papuan (non Core) by Polynesian (Core), and I added
the start position for Cheeroke (Core). This way, there are 32 startpos of the
core nations (instead of 30), and the game is a bit more balanced even if you
do not use the extended nationset.

(file #23153)
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