[Freeciv-Dev] [bug #24518] HTTP 404 not treated as error

2016-03-15 Thread Jacob Nevins
Update of bug #24518 (project freeciv):

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


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[Freeciv-Dev] [patch #7060] Allow log level to be set for modpack installers

2016-03-15 Thread Jacob Nevins
Update of patch #7060 (project freeciv):

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


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[Freeciv-Dev] [bug #24175] AIs inappropriately set tax to 100% gold, stopping science (civ2civ3 ruleset)

2016-03-15 Thread Jacob Nevins
Follow-up Comment #13, bug #24175 (project freeciv):

> But please, check if AIs are building marketplaces in your games.
At no point in any of the three civ2civ3 autogames here (even the one with
gold_upkeep_style=City) do I have a turn-end savegame where the AI was
building Marketplace, Harbour, or Library. (I have savegames from every
turn.)
(I haven't checked whether a player somehow nevertheless ended up with one of
these buildings in a city, perhaps by changing production mid-turn, as that's
fiddlier to grep for. It seems unlikely.)

...that also seems to be true of my old classic-ruleset autogame from
December, though; apparently it's not civ2civ3-specific.

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[Freeciv-Dev] [patch #7066] Metaknowledge evaluation RPT_POSSIBLE mode

2016-03-15 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Metaknowledge evaluation RPT_POSSIBLE mode
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 15 Mar 2016 08:02:38 PM UTC
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0, 2.6.0

___

Details:

Meta knowledge requirement evaluation considers what information a player has
access to when evaluating a requirement. It can end up returning maybe when
the player don't have the needed information. Up until now it has only
supported the RPT_CERTAIN requirement evaluation mode.

Support the RPT_POSSIBLE requirement evaluation mode in meta knowledge
requirement evaluation.



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File Attachments:


---
Date: Tue 15 Mar 2016 08:02:38 PM UTC  Name:
3.0-Metaknowledge-take-req_problem_type.patch  Size: 13kB   By: sveinung


---
Date: Tue 15 Mar 2016 08:02:38 PM UTC  Name:
2.6-Metaknowledge-take-req_problem_type.patch  Size: 12kB   By: sveinung



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[Freeciv-Dev] [bug #24524] Freeciv-web server generates the same map for each new game

2016-03-15 Thread Andreas Røsdal
Follow-up Comment #2, bug #24524 (project freeciv):

All savegames have the same mapseed setting, like this:
"mapseed",153977005,153977005

There is no map.random_seed.

Attaching a savegame.

(file #26996)
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Additional Item Attachment:

File name: test.sav.xzSize:11 KB


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[Freeciv-Dev] [bug #24524] Freeciv-web server generates the same map for each new game

2016-03-15 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, bug #24524 (project freeciv):

> In Freeciv-web the map generator creates the exact same map for each new
game.
Could you inspect a savegame and check the value of the mapseed setting
(you'll find the settings in settings.set) and map.random_seed?

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[Freeciv-Dev] [bug #24524] Freeciv-web server generates the same map for each new game

2016-03-15 Thread Andreas Røsdal
URL:
  

 Summary: Freeciv-web server generates the same map for each
new game
 Project: Freeciv
Submitted by: andreasr
Submitted on: Tue 15 Mar 2016 07:18:15 PM UTC
Category: freeciv-web
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:

In Freeciv-web the map generator creates the exact same map for each new game.
This is with Freeciv server svn revision 30871.
The problem is not reproducible in the regular desktop Freeciv server and
clients. 
Any advice about how to debug and solve this? I don't think Freeciv-web has
any special mapseed configuration. Could it be related to the fcweb ruleset,
or some other configuration in Freeciv-web?




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[Freeciv-Dev] [bug #24523] Allied hard AI creates tons of ships

2016-03-15 Thread Andrew Shyichuk
Follow-up Comment #1, bug #24523 (project freeciv):

UPD: It looks like this happens only when no big war is going on. 
For instance, when the enemies are mostly conquered, or when there is just
some pause in actvie war for whatever reason, or when I do most of the
fighting, living nothing of it to the AI.

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[Freeciv-Dev] [bug #24523] Allied hard AI creates tons of ships

2016-03-15 Thread Andrew Shyichuk
URL:
  

 Summary: Allied hard AI creates tons of ships
 Project: Freeciv
Submitted by: shyichuk
Submitted on: Tue 15 Mar 2016 04:13:46 PM UTC
Category: ai
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:

Allied hard AI build huge amounts of ships, mostly caravels or triremes,
apparently useless.
A nation of dozen of cities sometimes builds several dozens of ships and more.

Not sure if this is connected to alliance status, but I keep seeing this via
shared vision with allied nations. Not sure, if the AI does it when at war
against human. 

Versions 2.2-2.5, linux and mac versions. 

Consider a screenshot of a typical situation. 




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[Freeciv-Dev] [patch #7065] Meta knowledge for ExtraFlag requirements

2016-03-15 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Meta knowledge for ExtraFlag requirements
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 15 Mar 2016 04:08:02 PM UTC
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0, 2.6.0

___

Details:





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File Attachments:


---
Date: Tue 15 Mar 2016 04:08:02 PM UTC  Name:
0001-Meta-knowledge-for-ExtraFlag-requirements.patch  Size: 831B   By:
sveinung



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[Freeciv-Dev] [patch #7061] Unhardcode the rule that players can't re-home homeless units

2016-03-15 Thread Sveinung Kvilhaugsvik
Update of patch #7061 (project freeciv):

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


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[Freeciv-Dev] [patch #7062] HasHomeCity unit state property

2016-03-15 Thread Sveinung Kvilhaugsvik
Update of patch #7062 (project freeciv):

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


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[Freeciv-Dev] [bug #24521] UnitState unit actor action cache has the wrong size

2016-03-15 Thread Sveinung Kvilhaugsvik
Update of bug #24521 (project freeciv):

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


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[Freeciv-Dev] [patch #6870] Clean up is_action_possible()

2016-03-15 Thread Sveinung Kvilhaugsvik
Additional Item Attachment, patch #6870 (project freeciv):

File name: 2.6-Hard-action-requirement-clean-up-use-switch-v2.patch Size:5 KB


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[Freeciv-Dev] [patch #6870] Clean up is_action_possible()

2016-03-15 Thread Sveinung Kvilhaugsvik
Update of patch #6870 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: 2.6-Hard-action-requirement-clean-up-use-switch.patch Size:5 KB


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[Freeciv-Dev] [patch #6870] Clean up is_action_possible()

2016-03-15 Thread Sveinung Kvilhaugsvik
Update of patch #6870 (project freeciv):

  Status:  Ready For Test => In Progress
 Planned Release:   3.0.0 => 3.0.0, 2.6.0   


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[Freeciv-Dev] [patch #7059] Base flag to extra flag ruleset upgrade support

2016-03-15 Thread Sveinung Kvilhaugsvik
Update of patch #7059 (project freeciv):

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


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[Freeciv-Dev] [bug #24175] AIs inappropriately set tax to 100% gold, stopping science (civ2civ3 ruleset)

2016-03-15 Thread David Fernandez
Follow-up Comment #12, bug #24175 (project freeciv):

>AI was not really coping with having gold upkeep for units at all
I agree. But please, check if AIs are building marketplaces in your games. I
think there is an important issue there.

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