[Freeciv-Dev] [patch #1243] Rif Republic
Additional Item Attachment, patch #1243 (project freeciv): File name: riffian.diff Size:7 KB ___ Reply to this item at: http://gna.org/patch/?1243 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1244] Morocco
URL: http://gna.org/patch/?1244 Summary: Morocco Project: Freeciv Submitted by: kudra Submitted on: Wednesday 08/12/2009 at 15:14 Category: rulesets Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any ___ Details: ___ File Attachments: --- Date: Wednesday 08/12/2009 at 15:14 Name: moroccan.diff Size: 6kB By: kudra http://gna.org/patch/download.php?file_id=6436 ___ Reply to this item at: http://gna.org/patch/?1244 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14092] wish: combative units select path to avoid peaceful/armistice territory
Follow-up Comment #2, bug #14092 (project freeciv): The patch for bug #13928 also fixes this issue. ___ Reply to this item at: http://gna.org/bugs/?14092 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14084] wish: autoexplore route around peaceful territory
Follow-up Comment #2, bug #14084 (project freeciv): The patch for bug #13928 also fixes this issue (at least insofar as peaceful territory is concerned; not tested with armistice). ___ Reply to this item at: http://gna.org/bugs/?14084 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14115] Double free in pages.c leads to crash with 'save as'
URL: http://gna.org/bugs/?14115 Summary: Double free in pages.c leads to crash with 'save as' Project: Freeciv Submitted by: kudra Submitted on: Wednesday 08/12/2009 at 17:16 Category: client-gtk-2.0 Severity: 6 - Security Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: With trunk (r15873), using 'save as' causes a crash due to a double free. The attached patch removes the double free and also checks that g_filename_from_utf8 doesn't return null. ___ File Attachments: --- Date: Wednesday 08/12/2009 at 17:16 Name: doublefree.diff Size: 604B By: kudra http://gna.org/bugs/download.php?file_id=6437 ___ Reply to this item at: http://gna.org/bugs/?14115 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14088] Wish: allow units to follow (and unfollow) other units
Follow-up Comment #1, bug #14088 (project freeciv): Related to bug #13946. ___ Reply to this item at: http://gna.org/bugs/?14088 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically
Follow-up Comment #1, bug #13946 (project freeciv): I prefer the solution similar to the first one proposed. If any unit could be assigned to follow any other unit it is capable of following (land units follow land units, sea units follow sea units, etc), this would have a broader application than just escorting/defense. For example, when you have to move a large army from one point to another point which requires scrolling, you currently select one unit, scroll, click, get focus on the next unit, scroll, click, and repeat over and over again. As for the issue of matching speed to the slowest unit, this wouldn't need to be coded. The player could simply accomplish this by making faster units follow slower units (i.e. transport follows battleship). That way someone would also have the option of just sending all units to one place without caring how quickly they arrive. ___ Reply to this item at: http://gna.org/bugs/?13946 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14099] wish: save global worklists
Follow-up Comment #3, bug #14099 (project freeciv): I've checked the trunk version and it does seem to save options on exit (last release does not). So this bug can be closed. However, I am reporting the following message as it requests: 1: In file /home/ann/.civclientrc, there is no entry in the registry for worklists.worklist1.wl_is_unit1 (or the entries are out of order. This means a less efficient non-tabular format will be used. To avoid this make sure all rows of a table are filled out with an entry for every column. 1: Please report this message at https://gna.org/projects/freeciv/ ___ Reply to this item at: http://gna.org/bugs/?14099 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically
Follow-up Comment #3, bug #13946 (project freeciv): Nathan: I think it would be acceptable for B to follow A and for C to follow B, and so on, so long as A didn't follow Z (the end of the following chain). I would think that would just be a matter of having a check to see if it is possible to follow a unit, which would have to recursively check the unit that the leader might be following. More of a challenge, I think, is agreeing on unfollow behavior. I think we'd all agree that it should be possible to manually unfollow, ideally not with having to click on each unit individually (although that should also be an option), but also for the entire square or by clicking on the leader (a handy option if you want to get rid of all followers for the leader). But what happens when the leader moves out of range (for instance boards a transport), or dies? In the first case I'd expect the units would just sentry or otherwise sit still until they have the opportunity to follow again, assuming they couldn't also board the transport. In the case of death there's likely to be some disagreement--some people might like the units to follow a similar unit, whereas others might prefer that the follow chain be broken, or that the followers follow the leader their leader was following (if such a unit exists). I can see arguments for all possibilities; my personal preference would be to follow the leader's leader if possible, and to stop following (with a warning message) otherwise. What I currently have as my workaround is to only send units to places I can see without scrolling. That's not nearly as tedious, it just requires clicking in the same spot many times. If they are on a railroad and can reach that square in the same turn, I just skip on to the next. Then I move them further in a subsequent turn, when all have assembled at the new spot. This means it often takes me many more turns to attack than is strictly required, but I'm lazy so I'd rather do this than scroll. I find it hard to manage by type, as you suggested, as I currently have multiple armies at work in different areas at the same time. ___ Reply to this item at: http://gna.org/bugs/?13946 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1241] AI should not complain about its own treaty
URL: http://gna.org/patch/?1241 Summary: AI should not complain about its own treaty Project: Freeciv Submitted by: kudra Submitted on: Tuesday 08/11/2009 at 21:48 Category: ai Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any ___ Details: When the AI is proposing a treaty, an evaluation of the treaty in progress may not be fair to the AI. Currently, this means that the AI complains: This deal is not very good for us, Player! which is somewhat illogical. This patch introduces a check so that if the AI is the one proposing the treaty it will not complain. The patch is against trunk, revision 15873. ___ File Attachments: --- Date: Tuesday 08/11/2009 at 21:48 Name: no_object_own_treaty.diff Size: 768B By: kudra http://gna.org/patch/download.php?file_id=6414 ___ Reply to this item at: http://gna.org/patch/?1241 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1242] Eritrean nation
URL: http://gna.org/patch/?1242 Summary: Eritrean nation Project: Freeciv Submitted by: kudra Submitted on: Tuesday 08/11/2009 at 23:00 Category: rulesets Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any ___ Details: Patch adds Eritrea. PNG are not included in the patch although they are referenced in data/flags/Makefile.am, data/misc/shields.spec, data/misc/flags.spec. Patch is against trunk, r15873. The SVG is from the Open Clip Art Library, which released it explicitly into the public domain, using the Creative Commons Public Domain Dedication. ___ File Attachments: --- Date: Tuesday 08/11/2009 at 23:00 Name: eritrean.diff Size: 16kB By: kudra http://gna.org/patch/download.php?file_id=6417 ___ Reply to this item at: http://gna.org/patch/?1242 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14099] wish: save global worklists
Follow-up Comment #2, bug #14099 (project freeciv): I have 'save options on exit' enabled but it has never saved the options (when quitting normally). So is that a bug? I just tried manually saving the options, and that did seem to work. ___ Reply to this item at: http://gna.org/bugs/?14099 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1240] Fictional nation: Oz
URL: http://gna.org/patch/?1240 Summary: Fictional nation: Oz Project: Freeciv Submitted by: kudra Submitted on: Monday 08/10/2009 at 12:07 Category: rulesets Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any ___ Details: Patch adds the fictional land of Oz as created by L. Frank Baum in 1900 in 'The Wonderful Wizard of Oz' (out of copyright). This patch doesn't contain the flag and shield png; they can be provided or created from the included svg. The flag image was found on wikipedia, and can be freely used (a link back is requested and was provided). ___ File Attachments: --- Date: Monday 08/10/2009 at 12:07 Name: ozite.diff Size: 5kB By: kudra http://gna.org/patch/download.php?file_id=6402 ___ Reply to this item at: http://gna.org/patch/?1240 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1238] Add nation: Toulousain
URL: http://gna.org/patch/?1238 Summary: Add nation: Toulousain Project: Freeciv Submitted by: kudra Submitted on: Sunday 08/09/2009 at 15:21 Category: rulesets Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any ___ Details: This patch adds the medieval territory the county of Toulouse, an independent nation from the 9th through 13th centuries. The flag image was found on wikipedia and is in the public domain. As with the Amazons (patch #1220), I am not attaching the png files but can upload them or deliver them as requested (the FTP server is still timing out). Again, I have created two patches--the first contains only text files (plus svg), while the second contains references to the png files. ___ File Attachments: --- Date: Sunday 08/09/2009 at 15:21 Name: toulousain.diff Size: 7kB By: kudra http://gna.org/patch/download.php?file_id=6397 --- Date: Sunday 08/09/2009 at 15:21 Name: toulousain_with_images.diff Size: 8kB By: kudra http://gna.org/patch/download.php?file_id=6398 ___ Reply to this item at: http://gna.org/patch/?1238 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1239] Add fictional nation: vampire
URL: http://gna.org/patch/?1239 Summary: Add fictional nation: vampire Project: Freeciv Submitted by: kudra Submitted on: Sunday 08/09/2009 at 15:34 Category: rulesets Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any ___ Details: Patch adds a nation to the small number of existing fictional ones. All references are to pre-20th century works to avoid any trademark issues. As the FTP server cannot be accessed at this time, the png files have not been submitted. In the first patch the files aren't included whereas in the second they are mentioned as binary files. Png files can be delivered on request, or simply created from the included SVG. ___ File Attachments: --- Date: Sunday 08/09/2009 at 15:34 Name: vampire.diff Size: 6kB By: kudra http://gna.org/patch/download.php?file_id=6399 --- Date: Sunday 08/09/2009 at 15:34 Name: vampire_with_images.diff Size: 7kB By: kudra http://gna.org/patch/download.php?file_id=6400 ___ Reply to this item at: http://gna.org/patch/?1239 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14099] wish: save global worklists
URL: http://gna.org/bugs/?14099 Summary: wish: save global worklists Project: Freeciv Submitted by: kudra Submitted on: Sunday 08/09/2009 at 15:43 Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: Currently when you create a global worklist, that worklist is only accessible as long as civclient is running. If the game crashes and you restart with an earlier save, the global worklists are no longer available. This is also the case if you quit normally and later start the game again. I would actually prefer if the worklists were not saved on a per-game basis, but instead accessible in any game, as I find myself creating the same worklists in almost every game. ___ Reply to this item at: http://gna.org/bugs/?14099 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14092] wish: combative units select path to avoid peaceful/armistice territory
Follow-up Comment #1, bug #14092 (project freeciv): This is related to bug #13928, although that only looks at ships and not land/air units afaik. ___ Reply to this item at: http://gna.org/bugs/?14092 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14100] freeciv window automatically resizes after starting game, won't manually resize after
URL: http://gna.org/bugs/?14100 Summary: freeciv window automatically resizes after starting game, won't manually resize after Project: Freeciv Submitted by: kudra Submitted on: Sunday 08/09/2009 at 16:07 Category: None Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: When I start freeciv, I set the window to the size and shape that I want. However, after I start the game, the window is automatically resized. After this automatic resize, I am unable to manually make the window less tall. (The reason why I would like to resize the window is that I run the game on a remote system and use VNC to access it; the VNC window doesn't have full access to my screen. This means that when I try to add to the worklist of several cities using the 'cities' tab, the bottom options--like coinage--are inaccessible.) ___ Reply to this item at: http://gna.org/bugs/?14100 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14087] Wish: be able to set engineers to irrigate more than 1 square of farmland
URL: http://gna.org/bugs/?14087 Summary: Wish: be able to set engineers to irrigate more than 1 square of farmland Project: Freeciv Submitted by: kudra Submitted on: Saturday 08/08/2009 at 08:38 Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: When you are making basic irrigation, you are able to set workers/engineers to irrigate many squares at once with shift-I. It would be nice to have the same functionality when irrigating farmland. ___ Reply to this item at: http://gna.org/bugs/?14087 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14089] wish: be able to automate worker tasks
URL: http://gna.org/bugs/?14089 Summary: wish: be able to automate worker tasks Project: Freeciv Submitted by: kudra Submitted on: Saturday 08/08/2009 at 08:44 Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: The AI units have their workers/engineers perform repeatative but useful tasks. I would like a command to set my own workers to (a) make roads on my territory wherever possible, (b) make rails on my territory wherever possible, (c) connect all my cities with roads or rail, (d) make irrigation wherever possible, and (e) make mines wherever possible. Obviously these should all be different commands, and some sort of rule would need to be worked out for situations where there is a conflict (for instance where mines and irrigation are both possible). Currently it is rather dull to perform tasks like cover your entire nation with railroad, because you can only set an engineer to work on two squares at a time (otherwise it will optimize using existing rail). ___ Reply to this item at: http://gna.org/bugs/?14089 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14081] City unable to build sewer system
Follow-up Comment #3, bug #14081 (project freeciv): Please mark this Closed. ___ Reply to this item at: http://gna.org/bugs/?14081 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14088] Wish: allow units to follow (and unfollow) other units
URL: http://gna.org/bugs/?14088 Summary: Wish: allow units to follow (and unfollow) other units Project: Freeciv Submitted by: kudra Submitted on: Saturday 08/08/2009 at 08:40 Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: I would like to be able to set units to follow (and later unfollow) other units. This would be useful when moving a large group from one point to another point which requires scrolling. Currently, you select one unit, then scroll to the desired point, then focus is shifted to the next unit and you repeat the process, over and over again. It is even worse when the units are moving by rail, which means there is no justification for picking closer points along the way as targets. This would also be useful when a unit is being shepherded by a slower unit, for instance a transport protected by a battleship. Currently, you have to move the battleship as many squares as it can move in one turn, then move the transport to the same square. If it were possible to follow units, you could set the transporter to follow the battleship and then direct the battleship to a distant location, knowing that the transport would remain protected. ___ Reply to this item at: http://gna.org/bugs/?14088 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14090] patch: add female rulers to Martians
URL: http://gna.org/bugs/?14090 Summary: patch: add female rulers to Martians Project: Freeciv Submitted by: kudra Submitted on: Saturday 08/08/2009 at 09:07 Category: rulesets Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: There are a disproportionate number of male rulers. I understand the historic reasons for this, but don't think that is relevant when it comes to fictional countries. I have added three well-known female science fiction authors to the list of Martian rulers, namely: Ursula Le Guin, Andre Norton, and Alice Bradley Sheldon. (The patch also adds H. G. Wells--if Wernher von Braun deserves a listing, Wells more than earns it.) ___ File Attachments: --- Date: Saturday 08/08/2009 at 09:07 Name: martian.ruleset.patch Size: 520B By: kudra Patch to martian.ruleset (against sourcetree from Friday, Aug 7 2009) http://gna.org/bugs/download.php?file_id=6370 ___ Reply to this item at: http://gna.org/bugs/?14090 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14084] wish: autoexplore route around peaceful territory
Follow-up Comment #1, bug #14084 (project freeciv): Also, it is probably best if autoexplore avoided armistice territory as well, so that you don't inadvertently lose units. ___ Reply to this item at: http://gna.org/bugs/?14084 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14091] wish: choose next selected unit logically
URL: http://gna.org/bugs/?14091 Summary: wish: choose next selected unit logically Project: Freeciv Submitted by: kudra Submitted on: Saturday 08/08/2009 at 09:15 Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: Most of the time, the next selected unit is chosen logically. For instance, if there are several engineers on a square which have finished a task, they will generally be selected in turn before a unit on a different square is selected. However this does not happen if you bypass the current active unit by activating all units on a square. For instance, if you have a transporter loaded with engineers, first you will get one engineer, then the transporter, then possibly several entirely unrelated units, followed by the remaining engineers. I would expect to get either (a) all engineers followed by the transporter, then unrelated units; or (b) the transporter, all engineers, and then unrelated units. It seems like the most logical next unit would always be the one in closest geographic proximity to the previous active unit, and of the same type of unit over a different type of unit if there are two units the same distance from the earlier unit. ___ Reply to this item at: http://gna.org/bugs/?14091 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14092] wish: combative units select path to avoid peaceful/armistice territory
URL: http://gna.org/bugs/?14092 Summary: wish: combative units select path to avoid peaceful/armistice territory Project: Freeciv Submitted by: kudra Submitted on: Saturday 08/08/2009 at 09:26 Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: When you try to send a unit to a distant corner of the globe, it is better if you can simply click on where to send it. However, if you are at peace with several countries, the trip will require significant manual intervention to circumvent areas you cannot enter. It would therefore be nice if units which are not allowed to enter peaceful and armistice territory (armistice is included because otherwise your unit might be destroyed in transport) would generate a route which takes them around the territory unless (a) it is impossible to reach the point without passing through the armistice territory, or (b) the selected endpoint is in armistice territory. ___ Reply to this item at: http://gna.org/bugs/?14092 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1219] Replace 'sire' with ruler's actual title
URL: http://gna.org/patch/?1219 Summary: Replace 'sire' with ruler's actual title Project: Freeciv Submitted by: kudra Submitted on: Saturday 08/08/2009 at 14:12 Category: None Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any ___ Details: This patch replaces the use of 'sire' with the actual title of the ruler in the message WARNING, we're LOW on FUNDS sire. The first patch just modifies cityturn.c, whereas the second changes the msgid in each of the po files. I wasn't sure if this was required or not. Reasons for proposing this patch: 1. The term 'sire' is not used in certain types of government; for instance, the Prime Minister would not be called 'sire', which suggests a feudal relationship. 2. The term 'sire' is inappropriate for female rulers. This patch is on the 2.1 branch, against revision 15866. ___ File Attachments: --- Date: Saturday 08/08/2009 at 14:12 Name: cityturn.c.patch Size: 600B By: kudra First file modifies just cityturn.c, second modifies po files too. http://gna.org/patch/download.php?file_id=6371 --- Date: Saturday 08/08/2009 at 14:12 Name: po.patch Size: 12kB By: kudra First file modifies just cityturn.c, second modifies po files too. http://gna.org/patch/download.php?file_id=6372 ___ Reply to this item at: http://gna.org/patch/?1219 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1220] New fictional nation: amazonian
Additional Item Attachment, patch #1220 (project freeciv): File name: amazonian.patchSize:16 KB ___ Reply to this item at: http://gna.org/patch/?1220 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1220] New fictional nation: amazonian
URL: http://gna.org/patch/?1220 Summary: New fictional nation: amazonian Project: Freeciv Submitted by: kudra Submitted on: Saturday 08/08/2009 at 14:40 Category: rulesets Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any ___ Details: This patch adds the Amazons, a fictional race of female warriors mentioned in Classical Greek writings. There are two possible patches: one (amazonian.patch contains only the text files (including the svg), while the other contains references to adding the png files (amazonian_with_images.patch). I am not sure how to best deliver the png files. http://freeciv.wikia.com/wiki/How_to_Contribute advises uploading them to upload.freeciv.org, but that's currently not responding. Some advice would be appreciated. ___ File Attachments: --- Date: Saturday 08/08/2009 at 14:40 Name: amazonian.patch Size: 4kB By: kudra http://gna.org/patch/download.php?file_id=6373 --- Date: Saturday 08/08/2009 at 14:40 Name: amazonian_with_images.patch Size: 18kB By: kudra http://gna.org/patch/download.php?file_id=6374 ___ Reply to this item at: http://gna.org/patch/?1220 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14097] wish: cities reclaim resources when enemy units are gone
URL: http://gna.org/bugs/?14097 Summary: wish: cities reclaim resources when enemy units are gone Project: Freeciv Submitted by: kudra Submitted on: Saturday 08/08/2009 at 21:24 Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: Operating System: None ___ Details: When enemy units are no longer occupying resource tiles, cities should adjust resource use (ideally to what they were occupying earlier). What currently happens is--for example--an enemy ship moves past a city, briefly occupying a fish resource. Several turns later, you receive an announcement that the city is in danger of starving--because in the intervening turns the fish tile has not been used. ___ Reply to this item at: http://gna.org/bugs/?14097 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14081] City unable to build sewer system
Follow-up Comment #2, bug #14081 (project freeciv): Yes, I was just looking at the game and noticed that sanitation wasn't learned. I could have sworn I built it earlier in this game but unfortunately I don't have any earlier saves to check against. So, unless there is another observation, I think it's best to conclude that I made a mistake rather than that technologies are being mysteriously unlearned! ___ Reply to this item at: http://gna.org/bugs/?14081 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40676) crash: Assertion `*connect_initial == 0' failed
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40676 Freeciv crashed with the following error: civclient: goto.c:767: fill_client_goto_parameter: Assertion `*connect_initial == 0' failed. Local details: Freeciv version 2.1.6 gui-gtk-2.0 Linux 2.6.27.9-73.fc9.x86_64 #1 SMP Tue Dec 16 14:54:03 EST 2008 x86_64 x86_64 x86_64 GNU/Linux I have been able to replicate this crash three times using a saved game, which I will attach once a ticket has been created. To replicate the crash: 1. Start the game as the Viking player 2. Select the worker located directly south of Ribe 3. Hit control-shift-i A backtrace is attached. #0 0x0033bd032215 in raise (sig=value optimized out) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64 #1 0x0033bd033d83 in abort () at abort.c:88 #2 0x0033bd02b039 in __assert_fail (assertion=value optimized out, file=value optimized out, line=value optimized out, function=value optimized out) at assert.c:78 #3 0x0041d097 in fill_client_goto_parameter (punit=0x8b720a0, parameter=0x7174480, connect_initial=0x7174474, connect_speed=0x7174478) at goto.c:767 #4 0x0041eaee in enter_goto_state (punits=value optimized out) at goto.c:815 #5 0x0041b0e2 in request_unit_connect (activity=ACTIVITY_IRRIGATE) at control.c:1084 #6 0x003ee5f66edc in gtk_item_factory_callback_marshal (widget=Could not find the frame base for gtk_item_factory_callback_marshal. ) at gtkitemfactory.c:188 #7 0x003d68a0b6cd in IA__g_closure_invoke (closure=value optimized out, return_value=value optimized out, n_param_values=value optimized out, param_values=value optimized out, invocation_hint=value optimized out) at gclosure.c:490 #8 0x003d68a1f6b1 in signal_emit_unlocked_R (node=value optimized out, detail=value optimized out, instance=value optimized out, emission_return=value optimized out, instance_and_params=value optimized out) at gsignal.c:2440 #9 0x003d68a20b8c in IA__g_signal_emit_valist (instance=value optimized out, signal_id=value optimized out, detail=value optimized out, var_args=value optimized out) at gsignal.c:2199 #10 0x003d68a210d3 in IA__g_signal_emit (instance=value optimized out, signal_id=value optimized out, detail=value optimized out) at gsignal.c:2243 #11 0x003ee60f36aa in closure_accel_activate (closure=Could not find the frame base for closure_accel_activate. ) at gtkwidget.c:4108 #12 0x003d68a0b6cd in IA__g_closure_invoke (closure=value optimized out, return_value=value optimized out, n_param_values=value optimized out, param_values=value optimized out, invocation_hint=value optimized out) at gclosure.c:490 #13 0x003d68a1f6b1 in signal_emit_unlocked_R (node=value optimized out, detail=value optimized out, instance=value optimized out, emission_return=value optimized out, instance_and_params=value optimized out) at gsignal.c:2440 #14 0x003d68a20a0f in IA__g_signal_emit_valist (instance=value optimized out, signal_id=value optimized out, detail=value optimized out, var_args=value optimized out) at gsignal.c:2209 #15 0x003d68a210d3 in IA__g_signal_emit (instance=value optimized out, signal_id=value optimized out, detail=value optimized out) at gsignal.c:2243 #16 0x003ee5e655e4 in IA__gtk_accel_group_activate (accel_group=Could not find the frame base for IA__gtk_accel_group_activate. ) at gtkaccelgroup.c:739 #17 0x003ee5e656e2 in IA__gtk_accel_groups_activate (object=Could not find the frame base for IA__gtk_accel_groups_activate. ) at gtkaccelgroup.c:777 #18 0x003ee610ae21 in IA__gtk_window_activate_key (window=Could not find the frame base for IA__gtk_window_activate_key. ) at gtkwindow.c:8019 #19 0x003ee61066d4 in gtk_window_key_press_event (widget=Could not find the frame base for gtk_window_key_press_event. ) at gtkwindow.c:4962 #20 0x003ee5f87452 in _gtk_marshal_BOOLEAN__BOXED (closure=Could not find the frame base for _gtk_marshal_BOOLEAN__BOXED. ) at gtkmarshalers.c:84 #21 0x003d68a0b6cd in IA__g_closure_invoke (closure=value optimized out, return_value=value optimized out, n_param_values=value optimized out, param_values=value optimized out, invocation_hint=value optimized out) at gclosure.c:490 #22 0x003d68a1f382 in signal_emit_unlocked_R (node=value optimized out, detail=value optimized out, instance=value optimized out, emission_return=value optimized out, instance_and_params=value optimized out) at gsignal.c:2478 #23 0x003d68a20a0f in IA__g_signal_emit_valist (instance=value optimized out, signal_id=value optimized out, detail=value optimized out, var_args=value optimized out) at gsignal.c:2209 #24 0x003d68a210d3 in IA__g_signal_emit (instance=value optimized out, signal_id=value optimized out, detail=value optimized out) at gsignal.c:2243 #25 0x003ee60f48be in gtk_widget_event_internal (widget=Could not find the frame base for gtk_widget_event_internal. )