[Freeciv-Dev] (PR#40765) Freeciv-2.1.9-win32 Help Browser reports Wonders obsoleted by their required technology
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} inline: Freeciv-Help.png___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40464)
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 ? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40484) Solar Plant does not match help text in default ruleset
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)
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? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40029) bugs.freeciv.org Ticket Display on the fritz
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39916) Diplomacy proposals last after end of turn
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39916 This transaction appears to have no content 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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39859) Sliders in governor menu do not work
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#19705) 2.1.0b2 Resources
URL: http://bugs.freeciv.org/Ticket/Display.html?id=19705 This transaction appears to have no content 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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39365) 2.1.0b4 random number seed not saved correctly
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev