[Freeciv-Dev] [patch #6610] Introduce the action forcer consept

2015-11-18 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Introduce the action forcer consept
 Project: Freeciv
Submitted by: sveinung
Submitted on: Wed 18 Nov 2015 03:33:54 PM UTC
Category: general
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

An action forcer rule forces an actor to perform an action given that it is
legal for the actor to perform it. One example is how missing upkeep shields
will force units to first try Help Wonder, then Recycle Unit and then Disband
Unit.

Stay out of the ruleset files and the network protocol for now.




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[Freeciv-Dev] [patch #6611] Avoid unnecessary is_move_cardinal() calls on hex topologies

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Avoid unnecessary is_move_cardinal() calls on hex
topologies
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 18 Nov 2015 06:50:04 PM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.2, 2.6.0, 3.0.0

___

Details:

On hex topologies all directions are cardinal. Do not call expensive
is_move_cardinal() on hex topologies.



___

File Attachments:


---
Date: Wed 18 Nov 2015 06:50:04 PM EET  Name: HexAlwaysCardinal.patch  Size:
3kB   By: cazfi


---
Date: Wed 18 Nov 2015 06:50:04 PM EET  Name: HexAlwaysCardinal-S2_5.patch 
Size: 3kB   By: cazfi



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[Freeciv-Dev] [patch #6612] Limit number of units assigned to city defense duty

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Limit number of units assigned to city defense duty
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 18 Nov 2015 07:03:33 PM EET
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.2, 2.6.0, 3.0.0

___

Details:

Do not try to reach defense power matching potential attack at all costs when
there's already strong defense - rather free some units to offensive too.





___

File Attachments:


---
Date: Wed 18 Nov 2015 07:03:33 PM EET  Name: DefenseArrangements.patch  Size:
3kB   By: cazfi


---
Date: Wed 18 Nov 2015 07:03:33 PM EET  Name: DefenseArrangements-S2_5.patch 
Size: 3kB   By: cazfi



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[Freeciv-Dev] [bug #24095] Qt client - player information about researched techs might be wrong

2015-11-18 Thread mir3x
Additional Item Attachment, bug #24095 (project freeciv):

File name: qt_playerrepo_tech-s26-trunk-v2.patch Size:2 KB
File name: qt_playerrepo_tech_v2.patchSize:2 KB


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[Freeciv-Dev] [bug #24060] "Airlift" sensitive when there's no cities in the list

2015-11-18 Thread Marko Lindqvist
Update of bug #24060 (project freeciv):

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


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[Freeciv-Dev] [patch #6582] Make player AIness player flag

2015-11-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #6582 (project freeciv):

- Fixed lua Player:is_human()


(file #25795)
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Additional Item Attachment:

File name: PlrFlag-2.patchSize:15 KB


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[Freeciv-Dev] [patch #6579] prefered -> preferred in internal names

2015-11-18 Thread Marko Lindqvist
Update of patch #6579 (project freeciv):

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


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[Freeciv-Dev] [bug #24091] --ruleset option parsing has log_error() before logging available, translation in wrong domain

2015-11-18 Thread Marko Lindqvist
Update of bug #24091 (project freeciv):

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


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[Freeciv-Dev] [bug #24094] ai/default/aisettler.c::1251]: Tekun Umam: Failed to build city at (48, 28)

2015-11-18 Thread Marko Lindqvist
Follow-up Comment #2, bug #24094 (project freeciv):

It's not the settler itself entering a hut while moving, but the ferry it
uses.
So the only problem is that this gives out error message when everything works
correctly.

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[Freeciv-Dev] [bug #24071] "Select Nation" etc available when starting from loaded savegame

2015-11-18 Thread mir3x
Update of bug #24071 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => mir3x  
 Planned Release: => 2.5.2, 2.6, 3.0

___

Follow-up Comment #1:

All buttons in pregame page are sensitive now.

(file #25802)
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Additional Item Attachment:

File name: qt_pregame_sensitive.patch Size:3 KB


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[Freeciv-Dev] [bug #24087] city_distribute_surplus_shields: assertion 'unit_has_type_flag(punit, UTYF_UNDISBANDABLE)' failed.

2015-11-18 Thread Sveinung Kvilhaugsvik
Update of bug #24087 (project freeciv):

Category:None => general
  Status:None => Ready For Test 
Operating System:None => Any
 Planned Release: => 3.0.0  

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Additional Item Attachment:

File name: 0001-No-Undisbandable-flag-doesn-t-mean-disbandable.patch Size:3 KB


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[Freeciv-Dev] [task #7814] S2_6 datafile format freeze

2015-11-18 Thread Sveinung Kvilhaugsvik
Update of task #7814 (project freeciv):

  Depends on: => patch #6609


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[Freeciv-Dev] [patch #6609] Store unseen action selection dialogs in saves

2015-11-18 Thread Sveinung Kvilhaugsvik
Update of patch #6609 (project freeciv):

  Depends on: => patch #6601


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[Freeciv-Dev] [patch #6609] Store unseen action selection dialogs in saves

2015-11-18 Thread Sveinung Kvilhaugsvik
Update of patch #6609 (project freeciv):

  Status: In Progress => Ready For Test 

___

Additional Item Attachment:

File name: 3.0-Save-action-waiting.patch  Size:4 KB
File name: 2.6-Save-action-waiting.patch  Size:3 KB


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[Freeciv-Dev] [patch #6609] Store unseen action selection dialogs in saves

2015-11-18 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Store unseen action selection dialogs in saves
 Project: Freeciv
Submitted by: sveinung
Submitted on: Wed 18 Nov 2015 08:43:40 AM UTC
Category: general
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0, 2.6.0

___

Details:

Make the unseen action selection dialog server state survive server restarts
by storing it in save games.

The new save game fields aren't mandatory. When missing it is assumed that the
unit don't have an unseen action selection dialog.




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[Freeciv-Dev] [patch #6613] Server should consider "Bonus" extras huts, not those that aave EC_HUT

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Server should consider "Bonus" extras huts, not
those that aave EC_HUT
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 12:20:27 AM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

It would probable make more mense to emit "hut_enter" signal related to any
extra of category "Bonus" than any extra that has been created by map
generator like EC_HUT.




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[Freeciv-Dev] [patch #6621] Minor HACKING updates

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Minor HACKING updates
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 02:52:14 AM EET
Category: docs
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.2, 2.6.0, 3.0.0

___

Details:

- List some directories missing from the source code hierarchy
- Update CodingStyle of the code example




___

File Attachments:


---
Date: Thu 19 Nov 2015 02:52:14 AM EET  Name: HackingUp.patch  Size: 1kB   By:
cazfi



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[Freeciv-Dev] [patch #6622] advchoice.[ch]

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: advchoice.[ch]
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 04:52:23 AM EET
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, 3.0.0

___

Details:

- Add new module advchoice.[ch]
- Move adv_choice definition from advdata.h to advchoice.h
- Move aitools.[ch] init_choice() to advchoice as adv_init_choice()

Goal in having a module for advchoice stuff is to add features to ease choice
tracking and debugging. Nowadays it's very hard to find out the reason why AI
chooses something it does.



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File Attachments:


---
Date: Thu 19 Nov 2015 04:52:23 AM EET  Name: AdvChoice.patch  Size: 11kB   By:
cazfi



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[Freeciv-Dev] [bug #24101] gtk3-client menus not installed if both gtk-clients installedd

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: gtk3-client menus not installed if both gtk-clients
installedd
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 04:21:30 AM EET
Category: bootstrap
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, 3.0.0

___

Details:

Fix attached



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File Attachments:


---
Date: Thu 19 Nov 2015 04:21:30 AM EET  Name: MenusForBoth.patch  Size: 396B  
By: cazfi



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[Freeciv-Dev] [task #7814] S2_6 datafile format freeze

2015-11-18 Thread Marko Lindqvist
Update of task #7814 (project freeciv):

  Depends on: => patch #6614


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[Freeciv-Dev] [patch #6615] Increase granularity of spontanous extra dis/appearance chance to be 1/10000

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Increase granularity of spontanous extra
dis/appearance chance to be 1/1
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 12:35:15 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

Currently the minimum chance one can give is 1/1000 for each applicable tile
each turn. That doesn't really let you have an spontaneously appearing extra
that can appear anywhere (all of maps tiles considered -> each has 1/1000
chance every turn) and that would appear only rarely anywhere (not every turn
on *some* tile)

Attached patch makes the value given in a ruleset to be 1/1.



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File Attachments:


---
Date: Thu 19 Nov 2015 12:35:15 AM EET  Name: SpontaneousGranularity10k.patch 
Size: 12kB   By: cazfi



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[Freeciv-Dev] [patch #6617] Constantly Zoom In / Out API

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Constantly Zoom In / Out  API
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 01:15:23 AM EET
Category: client
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, 3.0.0

___

Details:

Add zoom_start() to zoom API that can be used to start multi-frame zoom in /
zoom out.



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File Attachments:


---
Date: Thu 19 Nov 2015 01:15:23 AM EET  Name: RunningZoom.patch  Size: 3kB  
By: cazfi



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[Freeciv-Dev] [patch #6618] Main window tries to respect requested dimensions

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Main window tries to respect requested dimensions
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 02:03:23 AM EET
Category: client-gtk-3.0
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.x, 2.6.0, 3.0.0

___

Details:

Continuation to patch #6494: gtk3-client main window tries not to be bigger
than dimensions given as resolution request.

Like patch #6494, this is now meant to get committed to S2_6/TRUNK only, and
only later considered for backporting to S2_5.



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File Attachments:


---
Date: Thu 19 Nov 2015 02:03:23 AM EET  Name: ResolutionMainWindow.patch  Size:
3kB   By: cazfi



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[Freeciv-Dev] [patch #6614] Lua edit.remove_extra() needed

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Lua edit.remove_extra() needed
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 12:25:45 AM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

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Details:






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[Freeciv-Dev] [patch #6584] Consider server busy until beginning of first phase

2015-11-18 Thread Marko Lindqvist
Update of patch #6584 (project freeciv):

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


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[Freeciv-Dev] [patch #6616] Sandbox: Hermit's Place

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Sandbox: Hermit's Place
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 12:45:00 AM EET
Category: rulesets
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

Attached patch is not yet a release candidate, some things need to be fixed
first in the engine side.

This ruleset change:
- Add extra "Hermit's Place" that is of category "Bonus", but can only appear
spontaneously, never placed by map generator (has cause "Appear", not "Hut").
It should still get treated as second Hut type -> patch #6613
- Sandbox script.lua handles units entering Hermit's Place, and does not let
default.lua to touch them. Villages are still left for default.lua to handle
- Hermit's Place can appear spontaneously ("Hermit dies or otherwise abandons
place for people to investigate") to almost any land tile, but never does
after year 1000.
- Unit entering Hermit's has as 3/5 to discover a new tech, with custom cost
of 20% applied




___

File Attachments:


---
Date: Thu 19 Nov 2015 12:45:00 AM EET  Name: Hermit.patch  Size: 2kB   By:
cazfi



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[Freeciv-Dev] [patch #6619] Consider server busy also between different phases

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Consider server busy also between different phases
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 02:10:00 AM EET
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

Continuation to patch #6584.
In team phases mode it's possible that there's many AI players in the team to
be processed, so server can take significant time between phases too.




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[Freeciv-Dev] [bug #24092] Modpack installer uses user_home_dir() and not freeciv_storage_dir() by default

2015-11-18 Thread Marko Lindqvist
Update of bug #24092 (project freeciv):

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


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[Freeciv-Dev] [patch #6623] Resource identifier mapping to savegame

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Resource identifier mapping to savegame
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 07:07:26 AM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

Like we already have terrain identifier mapping in 2.6+ savegames, also
resource identifiers should be mapped the same way (though the benefit is
likely short-living as resources will be reworked in 3.0)




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[Freeciv-Dev] [task #7814] S2_6 datafile format freeze

2015-11-18 Thread Marko Lindqvist
Update of task #7814 (project freeciv):

  Depends on: => patch #6623


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[Freeciv-Dev] [patch #6608] [Metaticket] Merge resources to extras

2015-11-18 Thread Marko Lindqvist
Update of patch #6608 (project freeciv):

  Depends on: => patch #6624


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[Freeciv-Dev] [patch #6624] Link resources to extras

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Link resources to extras
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 09:19:05 AM EET
Category: general
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

WIP patch to have resources associated with extras (like roads and bases).
These extras themself are not present in tile yet (their new extra_cause
EC_RESOURCE extras are never added), but resources are accessed like before.
There's just linkage between an extra_type and resource_type.

TODO:
- Automatic ruleset conversion when 2.6 ruleset loaded
- Updating supplied rulesets other than civ2civ3. Even civ2civ3 has only
partial extra definitions for these extras



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File Attachments:


---
Date: Thu 19 Nov 2015 09:19:05 AM EET  Name: ResourceExtra.patch.bz2  Size:
10kB   By: cazfi



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[Freeciv-Dev] [task #7814] S2_6 datafile format freeze

2015-11-18 Thread Marko Lindqvist
Update of task #7814 (project freeciv):

  Depends on: => patch #6625


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[Freeciv-Dev] [patch #6620] Adjust 'turn change timer' logic to consider phases

2015-11-18 Thread Marko Lindqvist
Update of patch #6620 (project freeciv):

 Summary: Adjust 'turn change timer' logic to tonsider phases
=> Adjust 'turn change timer' logic to consider phases


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[Freeciv-Dev] [patch #6625] Support for "None" gfx tag for extras

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Support for "None" gfx tag for extras
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 09:38:48 AM EET
Category: client
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, 3.0.0

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Details:

Client does not even try to find extrastyle (and does not error out on failure
to do so) matching tag given as "None". This is useful on ruleset/tileset
development, but likely to have no use outside modding.



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Date: Thu 19 Nov 2015 09:38:48 AM EET  Name: NoneExtraGfx.patch  Size: 5kB  
By: cazfi



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[Freeciv-Dev] [patch #6620] Adjust 'turn change timer' logic to tonsider phases

2015-11-18 Thread Marko Lindqvist
URL:
  

 Summary: Adjust 'turn change timer' logic to tonsider phases
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Nov 2015 02:12:25 AM EET
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

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Details:

From patch #6584:
"On a related note; Also the 'turn change timer' logic should be somehow
adjusted to the fact that beginning of the phase can take significant time -
especially in the non alternating movement mode where all AI players act at
that same single phase."





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[Freeciv-Dev] [patch #6584] Consider server busy until beginning of first phase

2015-11-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #6584 (project freeciv):

server busyness between phases -> patch #6619
turn change logic in respect to phases -> patch #6620

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