[Freeciv-Dev] (PR#40765) Freeciv-2.1.9-win32 Help Browser reports Wonders obsoleted by their required technology

2009-04-11 Thread Daniel Doran

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40765 

Version: Freeciv-2.1.9-win32  running on Windows XP pro

The Freeciv Help browser shows, for all Wonders (at least in the default 
ruleset)  Requirement: 0 and Obsolete by:  {the technology required 
to build the wonder}


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Re: [Freeciv-Dev] (PR#40464)

2008-09-11 Thread Daniel Doran

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40464 

This transaction appears to have no content




URL: http://bugs.freeciv.org/Ticket/Display.html?id=40464



  
[dadoran - Wed Aug 27 16:45:52 2008]:

I've spent a week (starting Aug 20) with a checkout copy of
Freeciv SVN 2.2.99, compiled it for GTK on Linux and I've
been collecting notes on what I've discovered.  I've even
got a patch for a problem I had with the default ruleset.
Should I dump my discoveries here or submit them through
the bugs.freeciv.org RT system?

  
  
Send in one bug report per issue/patch, and follow the
guidelines at http://freeciv.wikia.com/wiki/Bug_Reporting .
  

http://freeciv.wikia.com/wiki/Bug_Reporting
says "To report a bug you
should use our bug tracking system RT or send a mail to RT e-mail
gateway."  but it doesn't say what the RT e-mail gateway is.

http://rt.freeciv.org/ says
"Guests should email [EMAIL PROTECTED] to create tickets"
but nothing
seems to happen.

I've sent three emails (on the same subject, but in slightly different
formats) to [EMAIL PROTECTED] and aside from my
email
client not reporting them as undeliverable, there is no sign of them. 
I got no reply back giving me a ticket #, or telling me that it had
been received and was waiting for a developer to look at it, or
that it couldn't create a ticket because its partition was full or
anything.  

I could find 3 tickets with my email address as a requestor,
all, I believe,
automatically generated by sending email to this list; and no message
with the word 'Solar' in the subject line is newer than a year old; so
I'm getting the feeling that anything sent to [EMAIL PROTECTED]
by anyone not on the list falls
into the bit bucket.  If I can get some assurance that y'all are seeing
these emails, but not responding to them, or that you've fixed bugs in
bugs@, and it isn't eating email, I've got some other subjects to
cover, but until it is clear that [EMAIL PROTECTED] isn't just eating
everything it receives, I don't see the point.

Is this in any
way related to URL:http://bugs.freeciv.org/Ticket/Display.html?id=40429
 ?




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[Freeciv-Dev] (PR#40484) Solar Plant does not match help text in default ruleset

2008-09-11 Thread Daniel Doran

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40484 

In a locally compiled svn copy of 2.2.99 on Aug 20, compiled for the
GTK2 client on Linux, I discovered that the description of the Solar
Plant only matched what it actually did in limited circumstances.

The help text for Solar Plant says Eliminates all pollution generated
by production in a city. (copied from buildings ruleset) But this is
not entirely true.  It does so only under certain unintuitive
conditions.  If you have a city with a factory and a Solar Plant that
is producing pollution, you can stop this by building a Mfg Plant,
unless you have the Hoover Dam somewhere.  If you have a city with a
factory, Mfg Plant, Recycling center and Solar Plant, it may produce
pollution.  To fix this, sell the recycling center, unless you also
have the Hoover Dam somewhere.  If you have built the Hoover Dam, you
cannot build Solar Plants anywhere.  Also, in the default ruleset, if
you have a Solar Plant, you can still build a Power Plant, Hydro Plant
or Nuclear plant.  If you have a Power Plant, you can still build Hydro 
or Nuclear.  If you have a Hydro Plant, you can still build Nuclear.
To have one of everything, build the Solar Plant, then Power Plant,
then Hydro, then Nuclear.  They will all cost upkeep, but only the
last one built will do anything.


I've made some changes to a ruleset that appear to fix these problems,
but there are side effects: you cannot build the Hoover Dam in a city
that already has a Solar Plant; and you can build a Solar Plant in a
city that already has a Power Plant, Hydro Plant, Nuclear Plant or
even the Hoover Dam, but only the Solar Plant will reduce pollution
(by 100%).  If you have the Hoover Dam, the city will get its
production bonus from it, or from the Solar Plant otherwise.
With the patch applied, the other three power plants now appear to be
mutually exclusive, as the help text specifies them to be.

The patch only affects data/default/effects.ruleset



--- data/default/effects.ruleset2008-08-24 04:52:56.0 -0600
+++ data/alt/effects.ruleset2008-08-26 12:02:35.0 -0600
@@ -1012,7 +1012,9 @@
nreqs   =
 { type, name, range
   Building, Hoover Dam, Player
+  Building, Power Plant, City
   Building, Nuclear Plant, City
+  Building, Solar Plant, City
 }

[effect_hydro_plant_1]
@@ -1027,7 +1029,9 @@
nreqs   =
 { type, name, range
   Building, Hoover Dam, Player
+  Building, Power Plant, City
   Building, Nuclear Plant, City
+  Building, Solar Plant, City
 }

[effect_hydro_plant_2]
@@ -1042,7 +1046,9 @@
 { type, name, range
   Building, Recycling Center, City
   Building, Hoover Dam, Player
+  Building, Power Plant, City
   Building, Nuclear Plant, City
+  Building, Solar Plant, City
 }

[effect_hydro_plant_3]
@@ -1057,7 +1063,9 @@
 { type, name, range
   Building, Recycling Center, City
   Building, Hoover Dam, Player
+  Building, Power Plant, City
   Building, Nuclear Plant, City
+  Building, Solar Plant, City
 }

[effect_library]
@@ -1117,6 +1125,9 @@
nreqs   =
 { type, name, range
   Building, Hoover Dam, Player
+  Building, Solar Plant, City
+  Building, Power Plant, City
+  Building, Hydro Plant, City
 }

[effect_nuclear_plant_1]
@@ -1131,6 +1142,9 @@
nreqs   =
 { type, name, range
   Building, Hoover Dam, Player
+  Building, Solar Plant, City
+  Building, Power Plant, City
+  Building, Hydro Plant, City
 }

[effect_nuclear_plant_2]
@@ -1145,6 +1159,9 @@
 { type, name, range
   Building, Recycling Center, City
   Building, Hoover Dam, Player
+  Building, Solar Plant, City
+  Building, Power Plant, City
+  Building, Hydro Plant, City
 }

[effect_nuclear_plant_3]
@@ -1159,6 +1176,9 @@
 { type, name, range
   Building, Recycling Center, City
   Building, Hoover Dam, Player
+  Building, Solar Plant, City
+  Building, Power Plant, City
+  Building, Hydro Plant, City
 }

[effect_offshore_platform]
@@ -1308,6 +1328,7 @@
   Building, Hoover Dam, Player
   Building, Nuclear Plant, City
   Building, Hydro Plant, City
+  Building, Solar Plant, City
 }

[effect_power_plant_1]
@@ -1324,6 +1345,7 @@
   Building, Hoover Dam, Player
   Building, Nuclear Plant, City
   Building, Hydro Plant, City
+  Building, Solar Plant, City
 }

[effect_recycling_center]
@@ -1333,6 +1355,10 @@
 { type, name, range
   Building, Recycling Center, City
 }
+nreqs  =
+{ type, name, range
+  Building, Solar Plant, City
+}

[effect_research_lab]
name= Output_Bonus
@@ -1402,8 +1428,8 @@
 { type, name, range
   Building, Hoover Dam, Player
   Building, Power Plant, City
-  Building, Hydro Plant, City
   Building, Nuclear Plant, City
+  Building, Hydro Plant, 

[Freeciv-Dev] (PR#40464)

2008-08-27 Thread Daniel Doran

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40464 

I've spent a week (starting Aug 20) with a checkout copy of Freeciv SVN 
2.2.99, compiled it for GTK on Linux and I've been collecting notes on 
what I've discovered.  I've even got a patch for a problem I had with 
the default ruleset.  Should I dump my discoveries here or submit them 
through the bugs.freeciv.org RT system?



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[Freeciv-Dev] (PR#40029) bugs.freeciv.org Ticket Display on the fritz

2008-01-19 Thread Daniel Doran

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40029 

http://bugs.freeciv.org/Ticket/Display.html
seems to be refusing Username:guest or Username:Guest with 
password:(shown in image) (again--it's done this before)
returns Your username or password is incorrect every time I try.
guest cannot look at any tickets.



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Re: [Freeciv-Dev] (PR#39916) Diplomacy proposals last after end of turn

2007-11-29 Thread Daniel Doran

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39916 

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I can confirm that on Freeciv v2.1.0-rc1 for Windows, the human player
may leave offers from AIs of cease fire, peace, requests for shared
map, and requests for embassy open for at least several turns without
answering them or closing them. 

I suspect that the code has not changed enough since then for the
current version not to have the same "feature", but you would know that
better than I.

I just confirmed that the player can also open a diplomacy offer and
then fail to accept it, and that the dialog remains open past the end
of a turn. .

Per I. Mathisen wrote:

  URL: http://bugs.freeciv.org/Ticket/Display.html?id=39916 

On 11/26/07, Ulrik Sverdrup [EMAIL PROTECTED] wrote:
  
  
If not answered, the initial Ceasefire proposal tabs are still not
closed after end of turn.

  
  
I think they should be. Does this also affect other AI diplomacy proposals?

  - Per



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Re: [Freeciv-Dev] (PR#39859) Sliders in governor menu do not work

2007-11-12 Thread Daniel Doran

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39859 

Version 2.1.0-rc1 (Windows) does not exhibit this behavior on my 
machine.  Sliders work fine.  Creating new presets works fine too.

 wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39859 

 The sliders to set the values (gold, happy, etc.) do not work in the
 governor menu of the cities. It is possible to use the presets but you
 are not able to set the values yourself.

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Re: [Freeciv-Dev] (PR#19705) 2.1.0b2 Resources

2007-08-15 Thread Daniel Doran

URL: http://bugs.freeciv.org/Ticket/Display.html?id=19705 

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Freeciv is not the same as any of the commercial Civ games.

In the Microprose game Civilization II, only grassland could have
"Resource Shields". Changing the terrain type to anything else caused
the resource to change to one of the two special resources specific to
the current terrain type. A grassland shield could correspond to
either Buffalo or Wheat in plains, Pheasant or Silk in forest, Coal or
Wine in hills, and so on.

In the current version of Freeciv, changing the terrain type has (I
believe) no effect on the type of resource. Given the right set of
rules and much terraforming, you could end up mining Whales from
mountain tops.

Another difference between Freeciv and Civ II is that resources in Civ
II were layed out in a repeating pattern, which left Fish and Whales
scattered about in the open oceans, far from shore. 

Daniel Markstedt wrote:

  URL: http://bugs.freeciv.org/Ticket/Display.html?id=19705 

  
  
[[EMAIL PROTECTED] - Thu Aug 17 15:13:43 2006]:


Where "Resource" shields exist on terrain, mining them doesn't produce a 
  unique resource (silk, pheasant, etc.).  Is this a bug or just a change?



  
  
The "Resource shield" -is- the unique resource for grassland terrain. It
provides one extra production when worked.

 ~~Daniel


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Re: [Freeciv-Dev] (PR#39365) 2.1.0b4 random number seed not saved correctly

2007-05-08 Thread Daniel Doran

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39365 

I have never experienced any other behavior from Freeciv.  freeciv-1.x 
versions on Win and Linux exhibited the precise behavior described.

William Allen Simpson wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39365 

 Recent (2006 May 2) MacOS compile of freeciv-2.1.0-beta4.tar.bz2.

 This is a very obscure error, and likely not worth fixing before release,
 unless a new beta is produced.  It should be fixed in any subsequent
 2.1.n release.

 Reproduce using the default.ruleset:

   1. Save just before hitting a hut, or building/naming a city, or whatever.

   2. Hit the hut (or whatever), and note result.

   3. Quit, and load the saved game.

   4. Do the same action again, and note the different result.

   5. Quit, and load the saved game.

   6. Do the same action again, and note the same result as the reload.

   7. Repeating seems to confirm the latter result.

 Correctly saving/restoring the seed state is essential to testing.

 Note that civ1 and civ2 did not save the state, and that was a common
 cheat method (reload for a different result).  However, civ3 does this
 correctly and is highly reproducible.



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