[Freeciv-Dev] [bug #22934] Spaceship part not placed if client not connected when it's built

2015-10-21 Thread HanduMan
Follow-up Comment #1, bug #22934 (project freeciv):

Verified. :(

Online game, ongoing, so no savegame to offer. But the story goes...

T192 - Built 12 Space Modules and 8 Space Components.
T193 - Built 8 Space Components and 12 Space Structurals.
T194 - Built 20 Space Structurals.

That makes the maximum of everything, right? Only, I was not logged in on
ending of T193 nor T194 and all I can see on my Spaceship report are the
Modules and half of the Components built on T192. And all the stats are at
zero because the parts are not connected due to missing Structurals.
Furthermore, I cannot build any more spaceship parts because I have already
built everything.

So no Alpha Centauri for me. :(

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[Freeciv-Dev] [bug #22934] Spaceship part not placed if client not connected when it's built

2015-10-21 Thread HanduMan
Follow-up Comment #2, bug #22934 (project freeciv):

Sorry, forgot to mention. The game runs on 2.5.

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[Freeciv-Dev] [bug #23700] Private messages addressed to username disappear in cache

2015-08-12 Thread HanduMan
Follow-up Comment #8, bug #23700 (project freeciv):

Still needs fixing IMHO.

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[Freeciv-Dev] [bug #23700] Private messages addressed to username disappear in cache

2015-08-01 Thread HanduMan
Follow-up Comment #5, bug #23700 (project freeciv):

Private messages are being saved in cache. The saving fails when the sender
has used player name for addressing the recipient. This bug report is about
that issue.

If you want to change that behaviour then please create another report.

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[Freeciv-Dev] [bug #23700] Private messages addressed to username disappear in cache

2015-08-01 Thread HanduMan
Follow-up Comment #7, bug #23700 (project freeciv):

OK, it seems I did not see the whole picture here. Thank you for clarifying
that for me.

The problem is only with the private messages to a *user* who is attached to a
*player* thus getting their name replaced by the respective ruler name.

Messages to unattached users need not to be saved since they are not really a
part of the game (or should not be anyway).

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[Freeciv-Dev] [bug #23700] Private messages addressed to username disappear in cache

2015-07-18 Thread HanduMan
Follow-up Comment #2, bug #23700 (project freeciv):

Oh, and this might or might not be related to bug #16625.

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[Freeciv-Dev] [bug #16506] Option missing to disable ZOC imposed by units

2012-04-06 Thread HanduMan
Follow-up Comment #10, bug #16506 (project freeciv):

This is an old case and probalby already forgotten but I'd like to raise it up
for a reason. Non-military units, like explorers and caravans, are creating
annoying situations in online games by imposing ZOC.

My suggestion is to introduce new flag for either unit or unit class. The flag
would prevent the flagged unit from creating a zone of control. Sounds simple
but I have no idea of how complex it would be to implement.

Zone of control, as I understand it, exists beacuse a unit controls it's
surrounding area thus preventing (enemy) units to enter there. Now, what means
does a non-military unit possess to control it's neighbouring tiles against
any military units? 

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[Freeciv-Dev] [bug #19561] No indication of pregame connection loss

2012-03-21 Thread HanduMan
Follow-up Comment #1, bug #19561 (project freeciv):

Same thing happened to one of my friends while we were starting an online
game. He had no idea he was no more logged in as I asked him to join the game.
That too was due to a brief internet connection break.

So, confirmed in case you needed it.

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[Freeciv-Dev] [bug #17441] Upgrading unit level will eliminate their production

2011-12-10 Thread HanduMan

Follow-up Comment #1, bug #17441 (project freeciv):

This should be classified higher on severity since it makes the game almost
unplayable on multiplayer.

This seems to happen when player has aquired a new tech which makes a unit
obsolete, and there are those now obsolete units being built in cities in such
state that they will be finished on the nex turn change. On new turn, the game
upgrades the production but looses the unit totally.

In the example below, player had just researched Exposives and there were
Workers being built in city of Jammu. The player bought the production to be
ready for next turn. The next item in Jammu production list was Barracks,
which also was already obsoleted by Gunpowder. On turn change the produtcion
of Workers was upgraded to Engineers but also discarded without any
explanation. The city just moved on in the production list and started the
Barracks, upgraded it to Barracks II and is now building that. There's no sign
of a Worker nor Engineer in Jammu.


[10:50:56] You bought Workers in Jammu.
[11:00:18] Production of Workers is upgraded to Engineers in Jammu.
[11:00:18] Production of Barracks(O) is upgraded to Barracks II in Jammu.
[11:00:18] Jammu is building Barracks II from the worklist.


There is something wrong in the turn andvance mechanics at least in relation
to upgrading/finishing production. It should be fixed. But a simple way to fix
this bug would be to make aquiring a new techonolgy trigger the upgrading
process for all units that were made obsolete by that tech. 
 
There is a workaround for this, of course. Just upgrade the production
yourself before klicking on Turn Done. But you need to remember to check if
you need to do so. And there's no '(o)' displayed in obsolete unit names as
there is for buildings.

Also refer to bug #14473.

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

2011-12-10 Thread HanduMan

Follow-up Comment #3, bug #18736 (project freeciv):

OK, this one seems more active than the other (bug #17441) I searched with
'upgrade'...

Verified this as explained with bug #17441.

To fix, trigger production upgrade when new tech is received. Thus, player
cannot buy obsolete units. Or if fixing the mechanics itself, production
should continue from the amount of shields that were achieved prior to
upgrade, bought or otherwise.


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[Freeciv-Dev] [bug #18763] It's not intuivively clear as to why can't you build a city

2011-10-08 Thread HanduMan

Follow-up Comment #2, bug #18763 (project freeciv):

Actually, full moves is not required, unless this has been changed for 2.3.
The settler has to have some move points left to build a city but I don't know
how much is s'some'.

But still, I agree with OP that some kind of indication for the reason would
be nice.

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[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2011-04-25 Thread HanduMan

Follow-up Comment #20, bug #16468 (project freeciv):

While creating a savegame for bug #18066 this happened again. I had three
clients joined in the game and when I chose Leave on Game menu also the
other two clients dropped off of the server. The server also died without
anything in logs. The leaving client was not the one where I started the game
from. The other two clients reported this on the chat:

[13:45:28] Missing errno mapping for Winsock error #10053.
[13:45:28] Missing errno mapping for Winsock error #10053.
[13:45:28] Missing errno mapping for Winsock error #10053.
[13:45:28] Missing errno mapping for Winsock error #10053.
[13:45:28] Missing errno mapping for Winsock error #10053.
[13:45:28] Missing errno mapping for Winsock error #10053.
{...repeat about a million times...}
[13:45:28] Missing errno mapping for Winsock error #10053.
[13:45:28] Missing errno mapping for Winsock error #10053.
[13:45:28] Missing errno mapping for Winsock error #10053.
[13:45:28] Missing errno mapping for Winsock error #10053.
[13:45:28] Missing errno mapping for Winsock error #10053.
[13:45:30] Lost connection to server!


All clients were started on the same computer running Windows 7.
Freeciv version was 2.2.4.

Original submission was with Win XP and Freeciv 2.2.2.

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[Freeciv-Dev] [bug #18066] Misleading message when treaty not possible

2011-04-25 Thread HanduMan

Follow-up Comment #3, bug #18066 (project freeciv):

Savegame attached.

The game involves three nations. The Quebecois lead by René Lévesque are
allied with the Kyrgyz lead by Shabdan Dzhantaev who in turn are at war with
the Danish lead by Hardeknud. Now an alliance between René Lévesque and
Hardeknud cannot happen because of the war between Shabdan Dzhantaev and
Hardeknud.

If René Lévesque initiates a meeting with Hardeknud proposing an alliance
he cannot accept the treaty and the message reads You cannot form an alliance
because you are at war with an ally of Hardeknud. which is not true.
Hardeknud on the other hand can accept which should not be possible.

If Hardeknud starts the meeting and proposes alliance he cannot accept and
gets a message You cannot form an alliance because you are at war with an
ally of René Lévesque. which is correct this time. Still, René Lévesque
can accept the treaty which should not happen.

So, it seems to depend on the party who started the meeting.

(file #12909)
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Additional Item Attachment:

File name: diplotest.sav.gz   Size:13 KB


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[Freeciv-Dev] [bug #18066] Misleading message when treaty not possible

2011-04-24 Thread HanduMan

URL:
  http://gna.org/bugs/?18066

 Summary: Misleading message when treaty not possible
 Project: Freeciv
Submitted by: handuman
Submitted on: Sun Apr 24 12:11:18 2011
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.4
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I was proposing an alliance to another player but got a message saying You
cannot form an alliance because you are at war with an ally of Kim Jong-Evil.
As I checked the diplomacy intel for Mr. Kim he was allied only with the Scots
leader Brain MacEvil, who in turn was allied with me. Also all nations that
had gone to war against me were already R.I.P :D 

So, the message was not right. Further investiagtion revealed that in fact
Kim Jong-Evil was at war with my ally, which obviously caused the failure to
make allies with him. After I changed my diplomatic state with that ally to
armistice I could accept the alliance treaty with Kim Jong-Evil.

So, instead of
You cannot form an alliance because you are at war with an ally of Kim
Jong-Evil.
the message should have read
You cannot form an alliance because Kim Jong-Evil is at war with your
ally.

Might be a good idea to check all diplomacy messages while fixing this?




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[Freeciv-Dev] [bug #18066] Misleading message when treaty not possible

2011-04-24 Thread HanduMan

Follow-up Comment #2, bug #18066 (project freeciv):

I cannot produce a savegame, sorry. It's an ongoing multiplayer game. Might
try and create similar situation in a test game though.

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[Freeciv-Dev] [bug #17931] Air units auto healted in case of auto return to base

2011-03-24 Thread HanduMan

Follow-up Comment #1, bug #17931 (project freeciv):

With that logic, also air units could only be supported by cities with
airport? I vote nay...

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[Freeciv-Dev] [bug #17737] killunhomed server option is unusable

2011-02-16 Thread HanduMan

Follow-up Comment #5, bug #17737 (project freeciv):

I'd prefer giving them a new home =)

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[Freeciv-Dev] [bug #17732] GTK client displays slanted map

2011-02-14 Thread HanduMan

Follow-up Comment #2, bug #17732 (project freeciv):

The diagonal square outline appears on the minimap because the map topology
specified at the start of game is not compatible with currently selected
tileset. More specificly, it's the 'Isometric' option that makes the
difference.

2.3.0-beta3 is shipped with four tilesets. 
* If you define your map as Isometric and not Hexagonal, you should choose
Amplio2 or Isotrident for tileset. 
* If the map is not Isometric nor Hexagonal then Trident is the right one. 
* If both Isometric and Hexagonal are checked you should use the Isophex
tileset. 
* There is no suitable tileset for non-Isometric Hexagonal map shipped with
this beta version (although such tilesets exist).


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[Freeciv-Dev] [bug #17737] killunhomed server option is unusable

2011-02-14 Thread HanduMan

URL:
  http://gna.org/bugs/?17737

 Summary: killunhomed server option is unusable
 Project: Freeciv
Submitted by: handuman
Submitted on: Mon Feb 14 21:16:52 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0-beta3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Version 2.3 introduces new server option 'killunhomed' which is practically
unusable. That is because all starter units are 'homeless' and the game
prevents them to be 'homed'. So they will eventually die when the hitpoints
run off and there's nothing you can do about it.




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[Freeciv-Dev] [bug #16852] [tech01] Research report crash (with root_reqs)

2011-01-21 Thread HanduMan

Follow-up Comment #8, bug #16852 (project freeciv):

Umm...already closed?

Sorry, haven't read this box in couple of days. But all the same,  I cannot
test any patches since I don't have a suitable development environmet
installed.

Great to see that someone has fixed this! I almost forgot it already. ;-)

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[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-21 Thread HanduMan

Follow-up Comment #6, bug #16855 (project freeciv):

Although the case is closed I'd like to add a comment...

I think the visibility of unresearchable techs should not be allowed to be
decided by the player. Rather, it should be made as a ruleset option. It is
the ruleset desiger who adds the root_reqs, so they should know if tech are to
be visible in tree before they can be researched or not.

At the time of my original submission I was experimenting with a possibility
to force tech-traders to aquire all requirements before they can get the one
they are after. That could be achieved by root_reqqing every single tech in
the tree. In this case the unresearchable ones should be visible in the tree.

After that I've come up with an idea of technological eras. That means that
there could be some critical techs in the tree which would reveal a bunch of
new ones. Maybe making the research also harder from that point forward.

So my original bug report was a bit too one-sided. I'm happy that you noticed
that and made the visibility thing choosable. Only I disagree with the part
who gets to choose. :p 

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[Freeciv-Dev] [bug #17423] Server option - reveal map

2011-01-04 Thread HanduMan

Follow-up Comment #1, bug #17423 (project freeciv):

Add this to the effects.ruleset file


[effect_all_seeing_eye]
name= Reveal_Map
value   = 1


The map becomes explored for all players after the first turn.



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[Freeciv-Dev] [bug #17348] notradesize/fulltradesize is included in corruption

2010-12-18 Thread HanduMan

URL:
  http://gna.org/bugs/?17348

 Summary: notradesize/fulltradesize is included in corruption
 Project: Freeciv
Submitted by: handuman
Submitted on: Sat Dec 18 12:17:39 2010
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3, trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

This is related to bug #15144.

The effects of notradesize and fulltradesize settings should be calculated
separately from the normal corruption calculation. Current calculation gives
inconsistent values and allows size-dependent effects to be mitigated with
Courthouse (as kernigh predicted in bug #15144).

An example: notradesize=3, fulltradesize=9, city size 5 with
real_map_distance of 10 from capital under monarchy, no courthouse. Trade
surplus as function of trade produced by the citizen goes like:
1(+1)
2(+1)
*3(+0)*
4(+1)
5(+1)
*6(+0)*
7(+1)
8(+1)
*9(+0)*
10(+1)
11(+1)
*12(+0)*
and so on...
If the city size is 4, you only get surplus of one trade if you produce 1 or
2 trade from the city. All other (bigger) values give zero trade.

To fix, here is my suggestion. I do not have a suitable development
environmet so I cannot compile and test this. That's why I'm not attaching it
as a patch.


Index: ../SVN/trunk/common/city.c
===
--- ../SVN/trunk/common/city.c  (revision 18782)
+++ ../SVN/trunk/common/city.c  (working copy)
@@ -2883,6 +2883,8 @@
 int city_waste(const struct city *pcity, Output_type_id otype, int total)
 {
   int penalty = 0;
+  int size_penalty = 0; /* separate notradesize/fulltradeisze from normal
corruption */
+  int effective_total = total; /* normal corruption calculated on total
reduced by possible size penalty */
   int waste_level = get_city_output_bonus(pcity, get_output_type(otype),
   EFT_OUTPUT_WASTE);
   int waste_by_dist = get_city_output_bonus(pcity, get_output_type(otype),
@@ -2902,9 +2904,9 @@
 if (pcity-size = notradesize) {
   return total; /* Then no trade income. */
 } else if (pcity-size = fulltradesize) {
-  penalty = 0;
+  size_penalty = 0;
 } else {
-  penalty = total * (fulltradesize - pcity-size)
+  size_penalty = effective_total * (fulltradesize - pcity-size)
/ (fulltradesize - notradesize);
 }
   }
@@ -2920,12 +2922,20 @@
 }
   }
 
+  /* reduce the amount subjected to corruption */
+  effective_total -= size_penalty;
+
+  /* corruption/waste calculated only for the actually produced amount */
   if (waste_level  0) {
-penalty += total * waste_level / 100;
+penalty += effective_total * waste_level / 100;
   }
 
+  /* bonus calculated only for the actually produced amount */
   penalty -= penalty * waste_pct / 100;
 
+  /* add up total penalty */
+  penalty += size_penalty;
+
   return MIN(MAX(penalty, 0), total);
 }
 


Tip: you also might want to multiply the values by 100 or so before
calculation and divide the result accordingly to not loose precision on the
way.




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[Freeciv-Dev] [bug #17105] Global warming ineffective?

2010-11-18 Thread HanduMan

Follow-up Comment #2, bug #17105 (project freeciv):

To boost up pollution you could try adding something like this in
effects.ruleset:


[effect_pollution_boost_prod]
name= Pollu_Prod_Pct
value   = 250

[effect_pollution_boost_pop]
name= Pollu_Prod_Pct
value   = 250
 

Then play a few turns and see what happens. If the values seem too low just
increase them. I don't know how or if the game would survive it but the max
value is 32767 :P

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[Freeciv-Dev] [bug #17105] Global warming ineffective?

2010-11-18 Thread HanduMan

Follow-up Comment #3, bug #17105 (project freeciv):

Oops! Copy-paste-bug in my example. The name of the second one should be
Pollu_Pop_Pct. Sorry.

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[Freeciv-Dev] [bug #16986] techs.ruleset: Never keyword is unusable

2010-10-31 Thread HanduMan

URL:
  http://gna.org/bugs/?16986

 Summary: techs.ruleset: Never keyword is unusable
 Project: Freeciv
Submitted by: handuman
Submitted on: Sunday 10/31/10 at 11:32
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

techs.ruleset lists special values for req1 and req2:

; Special values for req1 and req2 are None (first section below) 
; and Never (never available).  If only one tech is required, 
; it should be listed as req1.

If Never is defined as req1 value (or both) the ruleset will not load:

 rules mydefault
Ruleset directory set to mydefault
2: Loading rulesets
0: data/mydefault/techs.ruleset tech Warrior Code: req1 leads to removed
tech.





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[Freeciv-Dev] [bug #16971] Resolve 'transform' (terrain) vs 'transform' (units) terminology

2010-10-30 Thread HanduMan

Follow-up Comment #3, bug #16971 (project freeciv):

My suggestions are based on the idea that a 'unit' in freeciv should be seen
as a troop of units rather than one single unit.

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[Freeciv-Dev] [bug #16971] Resolve 'transform' (terrain) vs 'transform' (units) terminology

2010-10-29 Thread HanduMan

Follow-up Comment #1, bug #16971 (project freeciv):

Well, why not make a unit 'convert' to another? Or 'restructure' even? Maybe
'Reorganize' it into something new?

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[Freeciv-Dev] [bug #16956] 'topology' doesn't match anymore numbers

2010-10-26 Thread HanduMan

Follow-up Comment #1, bug #16956 (project freeciv):

I don't understand the report let alone the .diff but it seems to deal with
'isometric' and 'hex'...

Does this have anything to do with the fact that if I want to create a
tileset which is compatible with topologies 12-15 (iso-hex), I need to
define

is_isometric = 0
is_hex = 1

whereas for topologies 4-7 (isometric) is_isometric needs to be set to 1 ?

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[Freeciv-Dev] [bug #16907] Short cut keys for main menu and the main menu bar are not working.

2010-10-20 Thread HanduMan

Follow-up Comment #1, bug #16907 (project freeciv):

The shortcut keys are supposed to be combined with the 'Alt' key as in all
(Windows) applications.

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[Freeciv-Dev] [bug #16886] Show trade routes in progress

2010-10-18 Thread HanduMan

Follow-up Comment #1, bug #16886 (project freeciv):

I like the idea but why not just draw the route line between any
caravan/freight and their home city? Regardless of their currently active
commands. Most of my caravans travel to their destination onboard a ship.


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[Freeciv-Dev] [bug #16880] Context menu: Take AI player fails

2010-10-17 Thread HanduMan

URL:
  http://gna.org/bugs/?16880

 Summary: Context menu: Take AI player fails
 Project: Freeciv
Submitted by: handuman
Submitted on: Sunday 10/17/10 at 07:58
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

The _Take this player_ command in pregame player list fails when trying  to
/take an AI player when only AI players are being allowed to /take.

To reproduce:
0 start a new game with default settings from the client
0 /set allowtake = Aa
0 activate the context menu on one of the AI players in the list
0 choose Take this player
* the client first toggles the AI state and then complains that human players
cannot be taken. That player remains as unassigned human player.

To fix:
Make the menu option first execute the /take command and if successful then
toggle the AI status.




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[Freeciv-Dev] [bug #16882] Separate gold transfers from diplcost

2010-10-17 Thread HanduMan

URL:
  http://gna.org/bugs/?16882

 Summary: Separate gold transfers from diplcost
 Project: Freeciv
Submitted by: handuman
Submitted on: Sunday 10/17/10 at 15:55
Category: general
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Although for me personally this is a bug, I report it as a wish, since it
currently works as it is planned to.

The server setting _diplcost_ defines a percentage penalty for receiving
technology and gold from a diplomatic treaty. I think there should be
separate settings for each. If diplcost is set to 100 to make trading techs
less profitable, it invalidates all gold payments. Including those that have
nothing to do with technology transfers. For example, buying cities or paying
for damages (these are reality in LT games).

Furthermore, I'd like to see these settings adjustable by related effects so
that they could be subjected to change during a game.




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[Freeciv-Dev] [bug #16854] Misleading help text for oceanic terrains (custom rules)

2010-10-11 Thread HanduMan

URL:
  http://gna.org/bugs/?16854

 Summary: Misleading help text for oceanic terrains (custom
rules)
 Project: Freeciv
Submitted by: handuman
Submitted on: Monday 10/11/10 at 16:16
Category: client
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

This is a follow-up to bug #16426

The help texts for oceanic terrains still claims that Fallout cannot be
generated on this terrain. regardless of NoPollution flag. It is hard-coded
in helptext_terrain() (file helpdata.c).




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[Freeciv-Dev] [bug #16855] root_req'd techs not visible in tech tree

2010-10-11 Thread HanduMan

URL:
  http://gna.org/bugs/?16855

 Summary: root_req'd techs not visible in tech tree
 Project: Freeciv
Submitted by: handuman
Submitted on: Monday 10/11/10 at 16:44
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

If root_req property has been defined for certain advance in a custom
ruleset, that advance will not be visible in research report (F6) until the
player has aquired the root_req tech. Also all future techs in the branch
limited by this root_req are missing. This would make sense if the root_req
was a non-researchable tech but it happens even if the root_req is a normally
achievable one.

All technologies that are achievable in normal manner (researched, traded,
stolen, hut) should be visible in the tech tree. Maybe some kind of
indication of the existing root_req would be nice?

Also, the help system for technologies will not handle root_req'd tech tree
properly. It cannot calculate the needed number of other techs nor amount of
bulbs. It seems to list all the right prerequisites but shows only '1' for
the count. (Should this be reported separately?)




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[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-09-14 Thread HanduMan

Follow-up Comment #16, bug #16468 (project freeciv):

And I replied in comment #12 ... are we creating a loop? :D

To reproduce: 
0 load the savegame from  bug #16467
0 start freeciv-server on command prompt
0 start a client and join the game with username HanduMan
0 start another client and join the game as HanduMie
0 in one of the clients, choose _Leave_ from _Game_ menu

The server dies quietly and both clients leave (obviously because there is no
server anymore).

If you choose _Quit_ or quit by closing the window, the server stays alive.

This may be Windows related. I'm running XP (SP3).

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[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-09-14 Thread HanduMan

Follow-up Comment #19, bug #16468 (project freeciv):

Yes, gtk2 2.2.2 from installation package.

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[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-09-13 Thread HanduMan

Follow-up Comment #8, bug #16468 (project freeciv):

Yes I am. It happens with the savegame attached to bug #16467 named
embatestT33.

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[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-09-13 Thread HanduMan

Follow-up Comment #10, bug #16468 (project freeciv):

Don't think so. If I'm leaving a game run by the client, it asks me for
confirmation (Leaving a local game will end it!) Now it does not.

It only kills the server and the other client when leaving by choosing the
_Leave_ option in Game menu. If I choose _Quit_ or just close the window, the
server stays alive.

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[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-09-13 Thread HanduMan

Follow-up Comment #12, bug #16468 (project freeciv):

No it does not. As I tried to point out in my previus comment, _Leave_ kills
the server, _Quit_ does not.

And _Leave_ leaves a game keeping the client running. _Quit_ leaves a game
and also stops the client. This the expected behaviour.


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[Freeciv-Dev] [bug #16679] Messages from event cahce are displayed in incorrect order

2010-09-11 Thread HanduMan

URL:
  http://gna.org/bugs/?16679

 Summary: Messages from event cahce are displayed in
incorrect order
 Project: Freeciv
Submitted by: handuman
Submitted on: Saturday 09/11/10 at 09:26
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When a client joins an ongoing game the messages from event cache are not
dislpayded in the order of actual occurrence. It seems that they appear in
some categories. An example (from chat pane):

[11:40:08] Freeciv is free software and you are welcome to distribute copies
of it under certain conditions;
[11:40:08] See the Copying item on the Help menu.
[11:40:08] Now ... Go give 'em hell!
[11:40:19] Welcome to the Freeciv version 2.2.2 Server running at ***.***
port *.
[11:40:19] (T476 - 00:15:13) Year: 2051 AD
[11:40:19] (T476 - 00:48:19) Lost connection: HanduMan from ***.***.***.***
(player Or Not Tupi).
[11:40:19] (T476 - 02:18:32) Global warming has occurred!
[11:40:19] (T476 - 02:18:32) Coastlines have been flooded and vast ranges of
grassland have become deserts.
[11:40:19] (T477 - 02:18:32) Year: 2052 AD
[11:40:19] (T477 - 02:36:55) The Cambodians detonated a nuke!
[11:40:19] (T477 - 09:53:40) HanduMan has connected from ***.***.***.***.
[11:40:19] (T477 - 10:19:00) Global warming has occurred!
[11:40:19] (T477 - 10:19:00) Coastlines have been flooded and vast ranges of
grassland have become deserts.
[11:40:19] (T478 - 10:19:00) Year: 2053 AD
[11:40:19] (T478 - 11:39:55) Lost connection: HanduMan from ***.***.***.***
(player Or Not Tupi).
[11:40:19] Game started.
[11:40:19] (T476 - 02:18:31) Tupinambarana is finished building Engineers.
[11:40:19] (T477 - 10:18:58) Tupinambarana is finished building Engineers.
[11:40:19] (T477 - 10:18:58) Tupinambarana is building Supermarket from the
worklist.
[11:40:19] (T477 - 10:18:58) Uusi Uljas Maailma is finished building
Engineers.
[11:40:19] (T478 - 10:19:01) Your Engineers became more experienced!
[11:40:19] (T478 - 10:19:01) Your Engineers became more experienced!
[11:40:19] (T478 - 10:34:12) Engineers transported successfully.
[11:40:19] You are logged in as 'HanduMan' connected to Or Not Tupi.
[11:40:19] Turn-blocking game play: waiting on Pol Pot to finish turn...


The connect messages, year advances, disasters and nuke detonations appear in
one group and the rest in another with the _Game started._ message in
between.

Also, the first group is missing from the Messages pane (F9). All messages
are set to be displayed in both.


[messages]
event={ name,where
E_CITY_CANTBUILD,3
E_CITY_LOST,3
E_CITY_LOVE,3
E_CITY_DISORDER,3
E_CITY_FAMINE,3
E_CITY_FAMINE_FEARED,3
E_CITY_GROWTH,3
E_CITY_MAY_SOON_GROW,3
E_CITY_AQUEDUCT,3
E_CITY_AQ_BUILDING,3
E_CITY_NORMAL,3
E_CITY_NUKED,3
E_CITY_CMA_RELEASE,3
E_CITY_GRAN_THROTTLE,3
E_CITY_TRANSFER,3
E_CITY_BUILD,3
E_CITY_PRODUCTION_CHANGED,3
E_WORKLIST,3
E_UPRISING,3
E_CIVIL_WAR,3
E_ANARCHY,3
E_FIRST_CONTACT,3
E_NEW_GOVERNMENT,3
E_LOW_ON_FUNDS,3
E_POLLUTION,3
E_REVOLT_DONE,3
E_REVOLT_START,3
E_SPACESHIP,3
E_MY_DIPLOMAT_BRIBE,3
E_DIPLOMATIC_INCIDENT,3
E_MY_DIPLOMAT_ESCAPE,3
E_MY_DIPLOMAT_EMBASSY,3
E_MY_DIPLOMAT_FAILED,3
E_MY_DIPLOMAT_INCITE,3
E_MY_DIPLOMAT_POISON,3
E_MY_DIPLOMAT_SABOTAGE,3
E_MY_DIPLOMAT_THEFT,3
E_ENEMY_DIPLOMAT_BRIBE,3
E_ENEMY_DIPLOMAT_EMBASSY,3
E_ENEMY_DIPLOMAT_FAILED,3
E_ENEMY_DIPLOMAT_INCITE,3
E_ENEMY_DIPLOMAT_POISON,3
E_ENEMY_DIPLOMAT_SABOTAGE,3
E_ENEMY_DIPLOMAT_THEFT,3
E_CARAVAN_ACTION,3
E_SCRIPT,7
E_BROADCAST_REPORT,3
E_GAME_END,1
E_GAME_START,1
E_NATION_SELECTED,1
E_DESTROYED,3
E_REPORT,3
E_TURN_BELL,3
E_NEXT_YEAR,3
E_GLOBAL_ECO,3
E_NUKE,3
E_HUT_BARB,2
E_HUT_CITY,2
E_HUT_GOLD,2
E_HUT_BARB_KILLED,2
E_HUT_MERC,2
E_HUT_SETTLER,2
E_HUT_TECH,2
E_HUT_BARB_CITY_NEAR,2
E_IMP_BUY,3
E_IMP_BUILD,3
E_IMP_AUCTIONED,3
E_IMP_AUTO,3
E_IMP_SOLD,3
E_TECH_GAIN,3
E_TECH_LEARNED,3
E_TREATY_ALLIANCE,3
E_TREATY_BROKEN,3
E_TREATY_CEASEFIRE,3
E_TREATY_PEACE,3
E_TREATY_SHARED_VISION,3
E_UNIT_LOST_ATT,3
E_UNIT_WIN_ATT,3
E_UNIT_BUY,3
E_UNIT_BUILT,3
E_UNIT_LOST_DEF,3
E_UNIT_WIN,3
E_UNIT_BECAME_VET,3
E_UNIT_UPGRADED,3
E_UNIT_RELOCATED,3
E_UNIT_ORDERS,3
E_WONDER_BUILD,3
E_WONDER_OBSOLETE,3
E_WONDER_STARTED,3
E_WONDER_STOPPED,3
E_WONDER_WILL_BE_BUILT,3
E_DIPLOMACY,3
E_TREATY_EMBASSY,3
E_BAD_COMMAND,3
E_SETTING,1
E_CHAT_MSG,1
E_MESSAGE_WALL,7
E_CHAT_ERROR,1
E_CONNECTION,3
E_AI_DEBUG,1
E_LOG_ERROR,1
E_LOG_FATAL,5
E_TECH_GOAL,3
E_UNIT_LOST_MISC,3
E_CITY_PLAGUE,3
E_VOTE_NEW,1
E_VOTE_RESOLVED,1
E_VOTE_ABORTED,1
}
count=108






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[Freeciv-Dev] [bug #16679] Messages from event cache are displayed in incorrect order

2010-09-11 Thread HanduMan

Follow-up Comment #2, bug #16679 (project freeciv):

Seems to be related to #15618 but not really to #15619

The _may son grow_ message in #15618 might belong to the first group. My list
is only an example, not exhaustive.

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[Freeciv-Dev] [bug #16668] Per-topology client tileset preference

2010-09-09 Thread HanduMan

Follow-up Comment #1, bug #16668 (project freeciv):

Good idea. Only I think the default tileset is being loaded already when the
client is first started. So, which of the four defaults should be chosen at
startup? Maybe the one that matches the topology choice saved in
preferences?

But to make this work, the client should propose a chance of tileset when a
new game is started, a saved one is loaded or an online game is being joined
to with topology unsuitable for current tileset. 

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[Freeciv-Dev] [bug #16250] Deep ocean sprites won't work in Hex2t tileset

2010-08-31 Thread HanduMan

Follow-up Comment #3, bug #16250 (project freeciv):

Attached a suggestion how to fix deep ocean graphics for hex2t tileset. Not
exhaustively tested, just checked that deep ocean appears in the middle of
the ocean. Coastlines may appear ugly if some land is terraformed adjacent to
deep ocean. This may be used as a reference for a real fix.

(file #10132)
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Additional Item Attachment:

File name: hex2tdeep.zip  Size:458 KB


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[Freeciv-Dev] [bug #16588] Coastal tiles ignored for non-arctic terrain

2010-08-30 Thread HanduMan

Follow-up Comment #2, bug #16588 (project freeciv):

The reason why Amplio's 't.l1.coast_cell...' and 't.l1.floor_cell...' tiles
refer to the arctic coastal sprites is that layer 1 of both tile_floor and
tile_coast is defined to match with ice. Layer 0 is the one that is matchinig
with land and this is defined in Amplio's ocean.spec file. I have been working
mostly with (iso)hex tilesets so I have not even tried to understand how that
one works. The original coastlines are not used in Amplio anymore.

I did not actually try the attached stratege tileset so I don't know if you
need different coastlines for arctic and dry terrains. If I remeber correctly
stratege is very simplified one so probably there's no need for different
coast graphics.

In my opinion, you should get rid of the extra layers, define fewer match
types (replace 'ice' with 'land' and so on) to make it simpler and easier to
maintain (and understand). Whether you want to try make something out of
amplio's ocean.spec or do it more traditionally, is up to you.

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[Freeciv-Dev] [bug #16586] Amplio includes own buildings.spec

2010-08-30 Thread HanduMan

Follow-up Comment #1, bug #16586 (project freeciv):

The amplio/amplio2 tilesets are including their own buildings.spec that
refers the same sprites in misc/ 
Not true. It refers to individual image files in buildings/


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[Freeciv-Dev] [bug #16587] Wonder sprites only in amplio

2010-08-30 Thread HanduMan

Follow-up Comment #1, bug #16587 (project freeciv):

Only the amplio/amplio2 tilesets specifies wonder sprites. The spec file
should be moved to misc/ and included from other tilesets.
Why? The other tilesets have their own images for wonders which fit their
style better than those in amplio. Including bits of amplio's Hi-Fi graphics
would create a huge contrast in some tilesets with lesser details.

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[Freeciv-Dev] [bug #16565] borders and peace treaty

2010-08-29 Thread HanduMan

Follow-up Comment #3, bug #16565 (project freeciv):

Please do NOT create more restrictions to unit movements! The current one (no
mil units inside peacful nation's borders) is already ruining part of the fun
in LT games. IMO beign able to violate your neighbour's rights without
declaring a war is  essential to an enjoyable LT game.

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[Freeciv-Dev] [bug #16559] Display no-citybuilding area

2010-08-28 Thread HanduMan

Follow-up Comment #1, bug #16559 (project freeciv):

I give my vote for this one. If this will be implemented then terrains that
are flagged with NoCities should also be included.

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[Freeciv-Dev] [bug #16515] Overview options

2010-08-23 Thread HanduMan

Follow-up Comment #2, bug #16515 (project freeciv):

The overview already has functionality for both mouse buttons. Right click
centers the map and left click initiates a goto command for selected
unit(s).

Personally, I wouldn't mind if the goto thing was replaced with a layer
(de)activation popup menu.

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[Freeciv-Dev] [bug #16481] Display research speed on main window

2010-08-19 Thread HanduMan

Follow-up Comment #3, bug #16481 (project freeciv):

How about just extending the current text to Researching Warrior Code: 0/28
(28 turns, 1 bulbs/turn)? Bossibly adding this to the tooltip also.

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[Freeciv-Dev] [bug #16465] Cannot build two bases on one tile

2010-08-17 Thread HanduMan

URL:
  http://gna.org/bugs/?16465

 Summary: Cannot build two bases on one tile
 Project: Freeciv
Submitted by: handuman
Submitted on: Tuesday 08/17/10 at 07:25
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

This is related to bug #16188

If an airbase is built on a tile that already has a fortress, the fortress
disappears when the airbase is finished and vice versa. This goes only for
games that have not been saved and reloaded. After save-reload it becomes
possible to build both bases on one tile. Also bug #16188 remains unfixed in
a fresh game.

Discussed also in this topic http://forum.freeciv.org/viewtopic.php?t=6359
on the freeciv forum.

Cannot attach a savegame because the bugs non't survive saving.




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[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-08-17 Thread HanduMan

URL:
  http://gna.org/bugs/?16468

 Summary: Leaving a game kicks everyone out and kills the
server
 Project: Freeciv
Submitted by: handuman
Submitted on: Tuesday 08/17/10 at 08:34
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

Don't know if this happens every time but while preparing the bug report for
bug #16467 it did. And does now repeatedly if I try again. Probably after
reboot it will be gone...

I started the server, loaded a savegame  started, joined the game with two
clients, chose 'Leave' in one of the client's menu. Both clients left the
game and server just died. No messages, nothing in stdout or stderr for the
clients (might have been 'lost connection to server' for the other client but
no), no crash report for server.


C:\JHA\Games\Freeciv\Freeciv-2.2.2-gtk2freeciv-server
This is the server for Freeciv version 2.2.2
You can learn a lot about Freeciv at http://www.freeciv.org/
2: Loading rulesets
2: AI*1 has been added as Easy level AI-controlled player.
2: AI*2 has been added as Easy level AI-controlled player.
2: AI*3 has been added as Easy level AI-controlled player.
2: AI*4 has been added as Easy level AI-controlled player.
2: AI*5 has been added as Easy level AI-controlled player.
2: Now accepting new client connections.

For introductory help, type 'help'.
 load embatestT33
2: Loading rulesets
 start
Starting game.
Player 'Deng Xiaoping' now has AI skill level 'Easy'.
Player 'Barrakib' now has AI skill level 'Easy'.
Player 'Kurush II' now has AI skill level 'Easy'.

2: Connection request from HanduMan from ***.***.***.***
2: c1 has client version 2.2.2

2: Connection request from HanduMie from ***.***.***.***
2: c2 has client version 2.2.2

C:\JHA\Games\Freeciv\Freeciv-2.2.2-gtk2







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[Freeciv-Dev] [bug #16467] Nations report (F3) shows incorrect info in embassy column

2010-08-17 Thread HanduMan

Follow-up Comment #2, bug #16467 (project freeciv):

As you might have noticed on my other report ( bug #16468 ), I've been
testing with 2.2.2.

Did you do exactly as I instructed? First start the game on the server, then
join as 'HanduMan'. If you load the savegame in client and /take the
Babylonian, it will not show the error.

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[Freeciv-Dev] [bug #16465] Cannot build two bases on one tile

2010-08-17 Thread HanduMan

Follow-up Comment #7, bug #16465 (project freeciv):

Setting techlevel to 100 is the easiest way, but in  my opinion, a bit
brutal. :P

I use init_techs in a chosen nation's .ruleset:

init_techs=Construction,Radio




Bases are not conflicting currently in 2.2.2? There is a patch to make them
so? Why? 

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[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-08-17 Thread HanduMan

Follow-up Comment #3, bug #16468 (project freeciv):

As I said
Don't know if this happens every time...

Maybe it's because of I'm running Windows?

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[Freeciv-Dev] [bug #16471] Info displayed on Happiness tab

2010-08-17 Thread HanduMan

Follow-up Comment #3, bug #16471 (project freeciv):

OR we should check if same building is providing multiple effects for same
row and print it only once if it does.

Yes, please!

Buildings: Cathedral, Theology+Cathedral, Communism+Cathedral, Colosseum,
Electricity+Colosseum, Temple, Mysticism+Temple.

The list is so short only because we have no wonders in our ruleset. :o

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[Freeciv-Dev] [bug #16468] Leaving a game kicks everyone out and kills the server

2010-08-17 Thread HanduMan

Follow-up Comment #4, bug #16468 (project freeciv):

Tried it again. Now, for the first client to leave, I got:

2: Lost connection: HanduMan from l0553ous.cccgroup.net (player Sharru-Kin
II).
1: Missing errno mapping for Winsock error #10053.
1: Please report this message at https://gna.org/projects/freeciv/



When I made the other client leave, the server quietly died as before. Does
that error code mean anything?

The server and both clients were running on the same computer.

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[Freeciv-Dev] [bug #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset

2010-08-14 Thread HanduMan

Follow-up Comment #5, bug #16410 (project freeciv):

Ouch!

I should have seen that :(

So, if one needs to modify the nations in a custom ruleset, also the
../data/nation folder should be copied to form the basis of the modification.
Thus, my example ruleset would consist of 
../data/myDeafult and
../data/myNation

OK, this was waste of your time but valuable for me as I know more now than
before =)


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[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan

URL:
  http://gna.org/bugs/?16426

 Summary: Changing terrain to ocean should not clean
pollution unconditionally
 Project: Freeciv
Submitted by: handuman
Submitted on: Saturday 08/14/10 at 11:15
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When a polluted tile is transformed (or changed by global warming/nuclear
winter) to ocean, the pollution and fallout is always remowed from the tile.
This is again OK for the default ruleset where oceanic terrains are flagged
with NoPollution. But in a default ruleset the flag may be absent by choise,
and the pollution should not be cleared.




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[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan

Follow-up Comment #3, bug #16426 (project freeciv):

Do you mean in a custom ruleset?
Yes I do, sorry for the confusion.

I have to disagree with the attached fix, though. The NoPollution flag only
affects pollution, not nuclear fallout. Is it possibly hardcoded that fallout
never hits oceanic tiles?

tile_clear_dirtiness(ptile) clears both pollution and fallout. So, the fix
should go inside it and make only the clearing of pollution dependent on the
NoPollution flag. Unless the fallout is also made to obey the NoPollution
flag or given a flag of it's own. But that would be another issue, woulnd't
it. So, things being as they are at the moment, the fallout should still be
cleared regardless of NoPollution flag.


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[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset

2010-08-12 Thread HanduMan

URL:
  http://gna.org/bugs/?16410

 Summary: nations.ruleset is ignored in a custom ruleset
 Project: Freeciv
Submitted by: handuman
Submitted on: Thursday 08/12/10 at 10:52
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

When loading a custom ruleset the freeciv-server will not read the
nations.ruleset file in the custom ruleset's folder but the one in the
default folder. Furthermore, when processing the nation.ruleset files, it
refers to other .ruleset files in the default ruleset instead of the custom
one.

I...
created a copy of the default ruleset naming it myDefault,
added a new building (Hospital) in myDefault/buildings.ruleset,
edited nations/aborigines.ruleset adding 'init_buildings=Hospital',
started the server with myDefault and got:

freeciv-server -r mydefault
This is the server for Freeciv version 2.2.2
You can learn a lot about Freeciv at http://www.freeciv.org/
2: Loading rulesets
0: data/default/nations.ruleset nation_aborigines.init_buildings (0):
couldn't match Hospital.

I then added the Hospital also in default/buildings.ruleset and started the
server again with myDefault:

C:\JHA\Games\Freeciv\Freeciv-2.2.2-gtk2freeciv-server -r mydefault
This is the server for Freeciv version 2.2.2
You can learn a lot about Freeciv at http://www.freeciv.org/
2: Loading rulesets
2: AI*1 has been added as Easy level AI-controlled player.
2: AI*2 has been added as Easy level AI-controlled player.
2: AI*3 has been added as Easy level AI-controlled player.
2: AI*4 has been added as Easy level AI-controlled player.
2: AI*5 has been added as Easy level AI-controlled player.
2: Loading script file: data/mydefault.serv
Ruleset directory set to myDefault
2: Loading rulesets
Value out of range (minimum: 0, maximum: 3).
2: Now accepting new client connections.

So, it loads OK if the building is found in the default ruleset.

(Value out of range is for 'set borders 4' which is like that in the
default.serv that I copied to myDefault.serv)

After this I removed the Hospital from the default ruleset and commented out
aborigines.ruleset from myDefault/nations.ruleset and it still loaded the
aborigines (got exactly the same result as the first one above).

(And yes, the myDefault.serv contains a line saying rulesetdir myDefault)







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[Freeciv-Dev] [bug #16411] Global warming nuclear winter may change a tile multiple times

2010-08-12 Thread HanduMan

URL:
  http://gna.org/bugs/?16411

 Summary: Global warming  nuclear winter may change a tile
multiple times
 Project: Freeciv
Submitted by: handuman
Submitted on: Thursday 08/12/10 at 16:24
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

This is not a problem with default ruleset but a custom ruleset may have
sequental definitions for warmer_wetter_result (as well the three other
_results). The randomly chosen tile in 
void global_warming(int effect) and
void nuclear_winter(int effect) (in maphand.c)
might hit one tile several times during one disaster resulting in unexpected
change of terrain.

For example, with following definitions
[terrain_plains]
warmer_wetter_result = terrain_swamp
...
[terrain_swamp]
warmer_wetter_result = terrain_ocean

a plains tile might collapse into ocean in just one occurrence of global
warming.

Also, the code seems to have been written assuming that the random tile
picker never hits twice on the same tile since the iteration is stopped after
{total number of tiles on the map} times.




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[Freeciv-Dev] [bug #16410] nations.ruleset is ignored in a custom ruleset

2010-08-12 Thread HanduMan

Follow-up Comment #2, bug #16410 (project freeciv):

Umm...I thought I was clear enough with my description...

Custom ruleset has only one modification, just for reproducing this bug.

buildings.ruleset (in ../data/myDefault folder):
14c14
 description=Default buildings data for Freeciv
---
 description=MyDefault buildings data for Freeciv
404a405,426
 
 [building_hospital]
 name  = _(Hospital)
 genus = Improvement
 reqs  =
 { type, name, range
   Tech, Medicine, Player
 }
 graphic   = b.hospital
 graphic_alt   = b.stock_exchange
 obsolete_by   = None
 build_cost= 100
 upkeep= 3
 sabotage  = 100
 sound = b_hospital
 sound_alt = b_generic
 ; /* xgettext:no-c-format */
 helptext  = _(\
 Hospital reduces plague risk in a city by 30%. \
 If there is also a university in the same city \
 an additional 10% reduction is applied.\
 )


Everything else is same as in ../data/default folder


Also one of the common files needs to be modified.

aborigines.ruleset (in ../data/nations folder):
22c22
 init_buildings=
---
 init_buildings=Hospital


With these changes the loading of myDefault ruleset fails because the server
is trying to find the Hospital building in default ruleset instead of
myDefault.

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