[Freeciv-Dev] [patch #1243] Rif Republic

2009-08-12 Thread Ann

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

2009-08-12 Thread Ann

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

2009-08-12 Thread Ann

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

2009-08-12 Thread Ann

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'

2009-08-12 Thread Ann

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

2009-08-12 Thread Ann

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

2009-08-12 Thread Ann

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

2009-08-12 Thread Ann

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

2009-08-12 Thread Ann

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

2009-08-11 Thread Ann

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

2009-08-11 Thread Ann

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

2009-08-10 Thread Ann

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

2009-08-10 Thread Ann

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

2009-08-09 Thread Ann

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

2009-08-09 Thread Ann

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

2009-08-09 Thread Ann

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

2009-08-09 Thread Ann

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

2009-08-09 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-08 Thread Ann

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

2009-08-07 Thread Ann

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

2009-01-24 Thread Ann Barcomb

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.
) 

<    1   2