[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-16 Thread Echter Name
Follow-up Comment #14, bug #18767 (project freeciv):

I think You have your own save game now but ... 

Do You still want one or more savegames with wannabetaxmen?

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[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-16 Thread Echter Name
Additional Item Attachment, bug #18767 (project freeciv):

File name: freeciv-T0247-Y01702-manual.sav.bz2 Size:70 KB


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[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-16 Thread Echter Name
Follow-up Comment #16, bug #18767 (project freeciv):

file #15373 

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[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2011-12-13 Thread Echter Name

Follow-up Comment #5, bug #18736 (project freeciv):

it is so complicated to reproduce, that i will not do so and would not
recommend to do it to anyone else.

- load before 
- go to city 22
- buy horsemen
- activate end of turn

(file #14714, file #14715)
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Additional Item Attachment:

File name: freeciv-T0142-Y00840-manual-before.sav.bz2 Size:52 KB
File name: freeciv-T0143-Y00860-auto-after.sav.bz2 Size:51 KB


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[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2011-12-13 Thread Echter Name

Follow-up Comment #6, bug #18736 (project freeciv):

oh and in 2.3.1 ten of twenty shields are ... gone

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[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2011-12-13 Thread Echter Name

Follow-up Comment #8, bug #18736 (project freeciv):

what do you mean with Sarcasm??
and what means with head of S2_3?

yea, i accidently saved after buying horsemen.

the one without my mistake:

(file #14718)
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[Freeciv-Dev] [bug #19079] revolt message after population decrease

2011-11-29 Thread Echter Name

URL:
  http://gna.org/bugs/?19079

 Summary: revolt message after population decrease
 Project: Freeciv
Submitted by: gaymmaster
Submitted on: Di 29 Nov 2011 15:04:32 GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

Freeciv-2.3.0-gtk2 

i got a message about a revolt in a city, where i could find no revolt and
where should be no revolt because of a cmagent.
http://img846.imageshack.us/img846/7065/62818175.jpg

to me this is what happened and makes sense:
- city has 5 citizens, 2 entertainers, 1 tax collector
- the city is about to shrink
- cmagent is active
[next turn]
~In [city] parts of the population starved to death.~
- population decrease to 4
- system choses 1 entertainer to DIE
- system checks happiness:
~Revolt in [city].~
- cmagent changes tax collector to entertainer
- player reads the messages, clicks into town, looks around, wonders, time
wasted

if i am right:
please make cmagent doing his job before checking for revolt




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[Freeciv-Dev] [bug #18850] changing only cma will not be saved

2011-11-20 Thread Echter Name

Follow-up Comment #1, bug #18850 (project freeciv):

now i am sure: cmagents are being saved at the end/start of a turn only.

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[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-19 Thread Echter Name

Follow-up Comment #3, bug #18767 (project freeciv):

in various cities, like in this example, cmagents use one worker as tax
collector. i do not know why i did not write it down, but today i am pretty
sure, that i had cities during that time with two forced tax collectors
too.

that was my knowledge when i wrote my post.
now i think, that the amount of unwanted tax collectors has to do with
something, that is getting bigger while a city is growing like the amount of
available workers. maybe it is trade or a number  in the background, which a
player does not get to see.

http://img809.imageshack.us/img809/504/13353727.jpg - there are more tax
collectors per city in the first column. as you can see, it does not increase
steadily with workers (third column) and it does not increase steadily with
trade (tenth column). i am curious what it is.

i think cma does use workers as tax collectors in all cities based on a
specific number - the bigger the city, the more tax collectors.

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[Freeciv-Dev] [bug #18980] destroying fortress makes tile neutral

2011-11-11 Thread Echter Name

URL:
  http://gna.org/bugs/?18980

 Summary: destroying fortress makes tile neutral
 Project: Freeciv
Submitted by: gaymmaster
Submitted on: Fr 11 Nov 2011 18:28:31 GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

Freeciv-2.3.0-gtk2

destroying a fortress makes the tile neutral instead of recalculating
borders

http://img208.imageshack.us/img208/7589/62074310.jpg



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File Attachments:


---
Date: Fr 11 Nov 2011 18:28:31 GMT  Name: f.jpg  Size: 245kB   By: gaymmaster

http://gna.org/bugs/download.php?file_id=14533

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[Freeciv-Dev] [bug #18980] destroying fortress makes tile neutral

2011-11-11 Thread Echter Name

Follow-up Comment #2, bug #18980 (project freeciv):

one round (but the units on it cause unhappy citizens (and a city with many
unhappy citizens without a cmagent causes ...))

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[Freeciv-Dev] [bug #18850] changing only cma will not be saved

2011-10-25 Thread Echter Name

URL:
  http://gna.org/bugs/?18850

 Summary: changing only cma will not be saved
 Project: Freeciv
Submitted by: gaymmaster
Submitted on: Mi 26 Okt 2011 00:32:04 GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

Freeciv-2.3.0-gtk2 

load a savegame(1)
change only cma in f4
save the game(2)
leave the game
load savegame(2)
cma is like in savegame(1)




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[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-10-01 Thread Echter Name

URL:
  http://gna.org/bugs/?18767

 Summary: cma: always 1 tax collector
 Project: Freeciv
Submitted by: gaymmaster
Submitted on: Sa 01 Okt 2011 18:04:29 GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

Freeciv-2.3.0-gtk2 

no matter which options i altered, cma always uses one worker as tax
collector

http://img842.imageshack.us/img842/9701/1maxproduktion.jpg
http://img849.imageshack.us/img849/9558/2maxluxus.jpg




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[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2011-09-25 Thread Echter Name

URL:
  http://gna.org/bugs/?18736

 Summary: building unit is skipped when replaced in same
round
 Project: Freeciv
Submitted by: gaymmaster
Submitted on: Mo 26 Sep 2011 02:46:40 GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

Freeciv-2.3.0-gtk2

Chat:
You bought Horsemen in [CITY].
[click done!/new round]
Die Inder haben Rittertum erforscht. [others got knighthood]
Du hast Rittertum von den die Große Bibliothek übernommen! [i got
knighthood via great library]
Anstatt Reiter wird Ritter produziert (in [CITY]). [instead of horsemen,
knight will be produced]
[CITY] baut Arbeiter aus der Arbeitsliste. [worker from the list will be
produced next]

but there is no horsemen/knight.
finishing that unit is skipped, next unit from the worklist is being produced
with the 20 production ressources from last round/horsemen.




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