[Freeciv-Dev] [bug #24372] Configure outputs "-lncurses: not found"

2016-01-31 Thread Marko Lindqvist
URL:
  

 Summary: Configure outputs "-lncurses: not found"
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 31 Jan 2016 07:35:19 PM EET
Category: bootstrap
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: 2.5.3, 2.6.0, 3.0.0

___

Details:

In the middle of S2_5 configure output (when run from separate build directory
and sources are in ../src/):

"checking for rl_completion_mode
have_readline_lib=1 in -lreadline... no
../src/configure: -lncurses: not found"

This was on OpenBSD system.





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[Freeciv-Dev] [bug #20881] winsock error 10053 (WSAECONNABORTED)

2016-01-31 Thread Marko Lindqvist
Update of bug #20881 (project freeciv):

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


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[Freeciv-Dev] [bug #19999] Trouble playing multiplayer

2016-01-31 Thread Marko Lindqvist
Follow-up Comment #2, bug #1 (project freeciv):

> Missing errno mapping for Winsock error #10053.

While the root cause of the Winsock error appearing at all is still unknown,
this part about not knowing what kind of error it is was fixed in bug #20881

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[Freeciv-Dev] [patch #6883] Control of files created by Qt libraries vs freeciv storage directory

2016-01-31 Thread mir3x
Follow-up Comment #1, patch #6883 (project freeciv):

Maybe just simple if:
QStandardPaths::writableLocation(QStandardPaths::ConfigLocation)
will return no path then use storage dir ?

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[Freeciv-Dev] [bug #24373] Goto turn number is not always legible with Trident tileset

2016-01-31 Thread Louis Moureaux
URL:
  

 Summary: Goto turn number is not always legible with Trident
tileset
 Project: Freeciv
Submitted by: louis94
Submitted on: dim. 31 janv. 2016 18:30:31 UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

See the attached screenshot. The easiest solution would be drawing the turn
number above the line.



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File Attachments:


---
Date: dim. 31 janv. 2016 18:30:31 UTC  Name:
trident-turn-number-not-legible.png  Size: 37 ko   By: louis94



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[Freeciv-Dev] [bug #24371] freeciv-client-qt: saving games only possible when there is an active unit

2016-01-31 Thread mir3x
Update of bug #24371 (project freeciv):

  Status:None => Ready For Test 
 Planned Release: => 2.5.3, 2.6, 3.0

___

Follow-up Comment #1:

Fix attached.

(file #26548)
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Additional Item Attachment:

File name: qt_save_not_available.patchSize:1 KB


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[Freeciv-Dev] [bug #24372] Configure outputs "-lncurses: not found"

2016-01-31 Thread Marko Lindqvist
Update of bug #24372 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #1:

Was caused by a missing comma in handling of that particular corner-case. Fix
attached.

(file #26547)
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Additional Item Attachment:

File name: ReadlineConfigureComma.patch   Size:0 KB


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[Freeciv-Dev] [bug #18279] Crash server game

2016-01-31 Thread Marko Lindqvist
Follow-up Comment #5, bug #18279 (project freeciv):

> Missing errno mapping for Winsock error #10053.

This part was improved in bug #20881

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[Freeciv-Dev] [bug #15999] Errormessage in news windows

2016-01-31 Thread Marko Lindqvist
Update of bug #15999 (project freeciv):

Category:None => general
  Status:None => Duplicate  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 

___

Follow-up Comment #2:

Handled in bug #20881

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[Freeciv-Dev] [bug #24359] freeciv-qt creates $HOME subdirectory

2016-01-31 Thread mir3x
Follow-up Comment #9, bug #24359 (project freeciv):

Updated patch to use  default config directory by:
QStandardPaths::writableLocation(QStandardPaths::ConfigLocation)
if it exists.


(file #26546)
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File name: qt_home_dir_v2.patch   Size:0 KB


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[Freeciv-Dev] Map Generator, Resources

2016-01-31 Thread Robert Finch
Is there an easy way to get the trade-ability of a resource ? I'd like to
add an option to make a map more CivIII like. I don't see where there's a
structure reference like:

ptile->resource->trade > 0

It looks to me like resource tradability is part of the ruleset for
different resource types. How do I get at the trade field in the ruleset
from a ptile ?

 

Reviewing: On a Civ III map the tradable resources are clustered together
and there aren't enough to go around. For instance with an eight player map
there are only about four to six units of a tradeable resource (50 to 75% of
the number of players).  Because the resources are clustered access to the
resource becomes an issue of contention between the civs. 

Could resource riches be optionally assigned based on the number of players
?

 

Looking at add_resource() in mapgen.c it just adds the resource willy-nilly.
But not right next to each other. To create clustered resources the
probability of the resource on a tile is increased if there is a nearby tile
with the same resource (this applies to trade item only). I'd like to
iterate over the map a small number of times to cluster the trade resources.

 

 

RTF

 

 

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Re: [Freeciv-Dev] Map Generator, Resources

2016-01-31 Thread Marko Lindqvist
On 1 February 2016 at 04:09, Robert Finch  wrote:
> Is there an easy way to get the trade-ability of a resource ? I’d like to
> add an option to make a map more CivIII like. I don’t see where there’s a
> structure reference like:
>
> ptile->resource->trade > 0
>
> It looks to me like resource tradability is part of the ruleset for
> different resource types. How do I get at the trade field in the ruleset
> from a ptile ?
>
>
>
> Reviewing: On a Civ III map the tradable resources are clustered together
> and there aren’t enough to go around. For instance with an eight player map
> there are only about four to six units of a tradeable resource (50 to 75% of
> the number of players).  Because the resources are clustered access to the
> resource becomes an issue of contention between the civs.
>
> Could resource riches be optionally assigned based on the number of players
> ?
>
>
>
> Looking at add_resource() in mapgen.c it just adds the resource willy-nilly.
> But not right next to each other. To create clustered resources the
> probability of the resource on a tile is increased if there is a nearby tile
> with the same resource (this applies to trade item only). I’d like to
> iterate over the map a small number of times to cluster the trade resources.

 There isn't trading of resources at the moment, though we're getting
closer to some form of it (not sure if you can mimic civ3 behavior on
a ruleset in the end). The resources are like civ/2 specials that just
increase the tile output.

 By comparing S2_6 and TRUNK you may notice that Resources were just
made sort of (tile) Extras. The separate [resource_???] sections from
the ruleset are likely to disappear relatively soon (once I have time
to work more on TRUNK again).
 At the same time I've made some development to trade routes. In TRUNK
they now have "Goods" (types defined in game.ruleset) and direction
properties. As ruleset format evolves it becomes possible to have
trade routes to carry goods that are available only if there's
suitable resource (or any other extra, or whatever requirement type)
to a city that then gets effects based on that (effect with
requirement of specific goods type).
 For your need to know if a resource is "tradeable" one, we could
parse requirement lists of the goods. We have some support
functionality for that, and we have similar constructs used, though
it's a bit unreliable in respect to exotic rulesets (do you want to
cluster "Teleports" just because some goods can only be moved via
teleports -> require teleport).
 The other option is to leave it to ruleset author to decide what
extras count as clusterables - codewise having it as completely
separate feature from tradeability of a resource. I think I would
prefer this approach. Make it a new extra_flag that affects map
generator behavior - or not just a flag (bit) but an integer value
about strength of the cluster-forming tendency.

 Note that ptile->resource does not necessarily refer to a currently
valid resource, at least in code outside map generator. It's possible
that it just stores the resource tile would have if it had suitable
terrain (we are not destroying resources permanently when the terrain
changes for some reason, but changing the terrain back can bring the
resource back)

 After all these disclaimers, answer to your question:
tile_resource(ptile)->output[O_TRADE]


 - ML

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[Freeciv-Dev] [bug #24368] Transported units not upgraded by Leonardo's Workshop

2016-01-31 Thread Jacob Nevins
URL:
  

 Summary: Transported units not upgraded by Leonardo's
Workshop
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 31 Jan 2016 10:26:28 AM UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_6 r31681
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.3, 2.6.0, 3.0.0

___

Details:

Leonardo's Workshop stopped upgrading units while I still had a couple of
obsolete units. On inspection, these units were on a long sea voyage.

Looking at the code, I think that these units will fail the UU_NOT_TERRAIN
test in unit_upgrade_test(); this calls can_exist_at_tile(), which doesn't
take account of the presence of transporter units. I imagine they'll be
upgraded once they make landfall, if I still have Leonardo at that point.

This doesn't appear to be an intentional restriction.

I think S2_5 will have the same behaviour, but I haven't tested it.




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[Freeciv-Dev] [patch #6787] Make it clear that user has option to use GPL version later than 2 in Windows Installer

2016-01-31 Thread Marko Lindqvist
Follow-up Comment #5, patch #6787 (project freeciv):

New TRUNK/S2_6 version:
- Fixed ruledit installer package case

(file #26541)
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File name: InstallerLicense-2.patch   Size:8 KB


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[Freeciv-Dev] [patch #6872] Write header to each ruleset file

2016-01-31 Thread Marko Lindqvist
Update of patch #6872 (project freeciv):

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


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[Freeciv-Dev] [patch #6882] Fracture map generator (2.91)

2016-01-31 Thread Marko Lindqvist
Update of patch #6882 (project freeciv):

Category:None => general
  Status:None => In Progress
 Planned Release: => 2.6.0, 3.0.0   

___

Follow-up Comment #1:

First we need to work some on that .patch workflow.

From fcd_robfi_01.patch:
"Binary files ../freeciv-orig/.svn/wc.db and ./.svn/wc.db differ"
-> avoid by using "-X'FILE'" parameter for diff where 'FILE' is file
containing list of files not to consider when diffing. There's '.diff_ignore'
in the source tree root, though that one has been used very little (-> may
need some adjustments due to lack of tesintg & maintenance). I'll attach
.diff_ignore from my own set of freeciv development scripts.

"Only in ./server/generator: fracture_map.c
Only in ./server/generator: fracture_map.h"
-> Use "-N" to include new files.

In case you want 'just-use-it' solution, my scripts use following parameters
for diff:
> diff -Nurd -X/path/to/tools/.diff_ignore freeciv.orig freeciv.patched


I attach a new patch file that has no code changes at all (I did dos2unix for
fracture_map.[ch]), just the needed files in a one patch.

As for the code; I didn't review it for functionality yet, just glanced for
overall impression. It seems good in general, but maybe you read through
doc/CodingStyle once more and fix those style issues you then notice
yourself.

As for compiling:
server/generator/mapgen.c:279:5: error: no previous prototype for
'terrain_is_too_flat' [-Werror=missing-prototypes]
 bool terrain_is_too_flat(struct tile *ptile, 
 ^
server/generator/mapgen.c:366:17: error: no previous prototype for
'pick_terrain' [-Werror=missing-prototypes]
 struct terrain *pick_terrain(enum mapgen_terrain_property target,

Please try that your patches compile when --enable-debug configure option is
used. Among other things it makes all the compiler warnings hard errors.

I'm setting 2.6.0 as a target for this. Overall quality is already so good
that I expect this go in without too many iterations.

(file #26542, file #26543)
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File name: .diff_ignore   Size:0 KB
File name: FractureMap.patch  Size:17 KB


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[Freeciv-Dev] [bug #24370] Vertical line of unfogged dots in hex minimap

2016-01-31 Thread Jacob Nevins
Follow-up Comment #1, bug #24370 (project freeciv):

This is presumably at a map seam. There's certainly a discontinuity in the
coordinates shown in the middle-click popup around where the dots are.

(This is a wrapx|wrapy|iso|hex map.)

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[Freeciv-Dev] [patch #6883] Control of files created by Qt libraries vs freeciv storage directory

2016-01-31 Thread Marko Lindqvist
URL:
  

 Summary: Control of files created by Qt libraries vs freeciv
storage directory
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 31 Jan 2016 03:32:19 PM EET
Category: client-qt
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

From bug #24359:
"In TRUNK we may later want to use 'freeciv storage dir' instead."

What should we do in regard to Qt framework written files in regard to
use-cases for which freeciv storage directory concept exist in TRUNK?

Consider these:
- Co-existence of freeciv and properly created forks; things like client
settings files (maybe having different set of options in forks and upstream
freeciv) are kept independently
- Possibility to set storage directory to writable location when home
directory is on read-only media (the reason I started to work on freeciv
storage directory concept was some bootable CD scenarios I am working on)




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[Freeciv-Dev] [bug #24359] freeciv-qt creates $HOME subdirectory

2016-01-31 Thread Marko Lindqvist
Follow-up Comment #8, bug #24359 (project freeciv):

> In TRUNK we may later want to use 'freeciv storage dir' instead.

That part to be continued in patch #6883.

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[Freeciv-Dev] [patch #6871] Use 'win64' in the name of x86_64 msys2 based Installer Packages

2016-01-31 Thread Marko Lindqvist
Update of patch #6871 (project freeciv):

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


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

2016-01-31 Thread Marko Lindqvist
Update of task #7814 (project freeciv):

  Depends on: => patch #6882


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[Freeciv-Dev] [bug #24370] Vertical line of unfogged dots in hex minimap

2016-01-31 Thread Jacob Nevins
URL:
  

 Summary: Vertical line of unfogged dots in hex minimap
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 31 Jan 2016 12:50:52 PM UTC
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_6 r31681
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

See screenshot. There is a vertical line of pixels on the minimap that are
drawn without fog. (The pixels are smaller than tiles.)

This is with the S2_6 r31681 Qt client, but I think it's a longstanding issue
applying to all clients.



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File Attachments:


---
Date: Sun 31 Jan 2016 12:50:52 PM UTC  Name: hexminimap.png  Size: 46kB   By:
jtn



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[Freeciv-Dev] [patch #6882] Fracture map generator (2.91)

2016-01-31 Thread Marko Lindqvist
Follow-up Comment #2, patch #6882 (project freeciv):

> Overall quality is already so good

If the amount of comments seem to contradict this, consider this perspective:
1) You're a newcomer here and those mistakes listed were ones practically
every newcomer does
2) I'm known to write dozens of pages of review comments about "good but not
perfect" quality modules.

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[Freeciv-Dev] [bug #24368] Transported units not upgraded by Leonardo's Workshop

2016-01-31 Thread Marko Lindqvist
Follow-up Comment #1, bug #24368 (project freeciv):

I think the rule for transported units should be that they are upgraded iff
their current transport can continue carrying them.

Even if terrain would be suitable for upgraded unit, it shouldn't matter as
unit is not getting out of the transport.

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[Freeciv-Dev] [patch #6862] Include fc_prehdrs.h where needed for MSYS2 build to success

2016-01-31 Thread Marko Lindqvist
Update of patch #6862 (project freeciv):

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


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[Freeciv-Dev] [patch #6518] foggedborders option(s) to always know own borders

2016-01-31 Thread Marko Lindqvist
Follow-up Comment #6, patch #6518 (project freeciv):

> I'd still like to have a go

Ok.

Besides, we got the fracture generator patch, so my idea of having sort of
"data format candidate" build for Windows-using modpack authors to test
wouldn't happen yet even if this one wouldn't be open.

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[Freeciv-Dev] [bug #24369] Players dialog often selection

2016-01-31 Thread Jacob Nevins
URL:
  

 Summary: Players dialog often selection
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 31 Jan 2016 12:47:16 PM UTC
Category: client-qt
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_6 r31681
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

At random times, but often shortly after I've selected a row in the Players
report (bringing up the display of player information at the bottom), the row
will be deselected again due to no action of mine (while I was reading that
information).

This feels like that thing that was fixed in the Gtk client by bug #16439, but
I haven't checked whether it is.




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[Freeciv-Dev] [bug #24369] Players dialog often loses selection

2016-01-31 Thread Jacob Nevins
Update of bug #24369 (project freeciv):

 Summary: Players dialog often selection => Players dialog
often loses selection


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[Freeciv-Dev] [bug #24301] Implicit declaration of 'at_quick_exit'

2016-01-31 Thread Marko Lindqvist
Update of bug #24301 (project freeciv):

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


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[Freeciv-Dev] [patch #6868] HAVE_XML_REGISTRY -> public under name FREECIV_HAVE_XML_REGISTRY

2016-01-31 Thread Marko Lindqvist
Update of patch #6868 (project freeciv):

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


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[Freeciv-Dev] [patch #6884] Server settings to scale map-size-related effects

2016-01-31 Thread Marko Lindqvist
Follow-up Comment #1, patch #6884 (project freeciv):

> Trade route bonuses

That's something I hope to resolve as part of trade stuff changes in TRUNK. Do
you have plans to have something even to stable branches?

> Corruption/waste by distance from Gov_Center

That one has caused trouble with my own ruleset. I now think that the proper
solution requires having two corruption distance effects; so that one can use
absolute distance for some government forms (to not lift practical limitations
from early governments altogether, due to fact that one simply can't grow too
big in time the limits are lifted by better governments anyway) and the
relative one (relative to map size, but also adjusted by map wrapping
directions etc) for others to make it possible to have later governments to
control large percentage of the larger worlds.

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[Freeciv-Dev] [patch #6885] Remove fc_config.h include from name_translation.h

2016-01-31 Thread Marko Lindqvist
URL:
  

 Summary: Remove fc_config.h include from name_translation.h
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 31 Jan 2016 05:02:29 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: 2.6.0, 3.0.0

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Details:

Include for fc_config.h was added to name_translation.h in r20375 / bug #18864
with explanation:

"fix usage of fcintl.h
 ...
 - must be in name_translation.h (inline functions)"

I assume that the reason fc_config.h was added there (and fcintl.h include
mentioned in the explanation not touched at all) was that fcintl.h did not
work without fc_config.h being included. Now it does, by properly including
freeciv_config.h itself.

So getting rid of that one fc_config.h include in a public header file that
should not include it seems to be as simple as removing it. Attached patch
does that.




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File Attachments:


---
Date: Sun 31 Jan 2016 05:02:29 PM EET  Name:
NameTranslationFcConfigInclRm.patch  Size: 417B   By: cazfi



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[Freeciv-Dev] [bug #24371] freeciv-client-qt: saving games only possible when there is an active unit

2016-01-31 Thread Markus Koschany
URL:
  

 Summary: freeciv-client-qt: saving games only possible when
there is an active unit
 Project: Freeciv
Submitted by: apo
Submitted on: Sun 31 Jan 2016 02:10:49 PM UTC
Category: client-qt
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

I'm hereby forwarding Debian bug https://bugs.debian.org/813218

How to reproduce:

1. Launch the qt client
2. Start a new game
3. press s multiple times until there is no active unit left
4. Save and Save as are greyed out and it is not possible to save the game.
This does not happen with the gtk client.

Full bug report:

"It is not possible to save a game at the end of the turn, when there is no
currently active unit. "Save" and "Save as" are greyed out and Ctrl+S has no
effect (no warning either, you'll learn the hard way when you want to continue
your game).

Workaround: Use freeciv-client-gtk which behaves correctly or when using
freeciv-client-qt wake up a unit doing sentry, press ctrl+s (or use menu, for
saving the game) and s (new sentry order for the unit).




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[Freeciv-Dev] [patch #6884] Server settings to scale map-size-related effects

2016-01-31 Thread Jacob Nevins
URL:
  

 Summary: Server settings to scale map-size-related effects
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 31 Jan 2016 02:21:59 PM 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:

Currently there are some game effects that depend on map distance in a way
that is fixed in a given ruleset. This means that someone setting up a game
cannot adjust the balance to match the map size. For instance, I think trade
route bonuses can get silly on a large map.

Having some simple scaling settings (similar to sciencebox, etc) would make it
possible for server operators or single players to tweak the rules without
hacking on the ruleset.

Off the top of my head:
* Trade route bonuses
* Corruption/waste by distance from Gov_Center

The idea would be that everything would be scaled linearly, so this factor
would be applied at some appropriate point after any ruleset effects, etc.

(One day it might be nice to allow the ruleset to automatically adjust to the
size of the map, but this will do for now.)




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[Freeciv-Dev] [bug #24334] [Metaticket] Public interface incompleteness

2016-01-31 Thread Marko Lindqvist
Update of bug #24334 (project freeciv):

  Depends on: => patch #6885


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