[Freeciv-Dev] [bug #20431] diplomacy contact on city trade

2013-01-13 Thread Roman Petrinec
URL:
  

 Summary: diplomacy contact on city trade
 Project: Freeciv
Submitted by: petrinec
Submitted on: Sun 13 Jan 2013 11:24:11 PM CET
Category: general
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

when trading cities (and supported units) it does not check for new_contact
nor renews contact_turns
so if some "Never met" players/AIs is standing next to my newly acuired
cities/units, new_contact is only made when i move units near him or he near
me
attack does not make new_contact
making turn does not make new_contact (unless me/him moves)




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[Freeciv-Dev] [bug #20432] AI honoring war request

2013-01-13 Thread Roman Petrinec
URL:
  

 Summary: AI honoring war request
 Project: Freeciv
Submitted by: petrinec
Submitted on: Sun 13 Jan 2013 11:31:25 PM CET
Category: ai
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

quite often happens that allied AI honoring their alliance with another AI
wants from me to declare war against players/AIs that i have "Never met"
status
thus in 90% cases it leads to "armistace" between me and AI...

would be good if AI checked whether im able to "declare war" to them




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[Freeciv-Dev] [bug #20433] veteran move bonus

2013-01-13 Thread Roman Petrinec
URL:
  

 Summary: veteran move bonus
 Project: Freeciv
Submitted by: petrinec
Submitted on: Sun 13 Jan 2013 11:37:34 PM CET
Category: editor
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.x
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

editor ignores veteran_move_bonus settings in units.ruleset
thus allowing to set only their max moves on green vet.status




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[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-01-13 Thread Roman Petrinec
Follow-up Comment #3, bug #20361 (project freeciv):

to bring more light into it - pathfinder does not check whether targeted
square is occupied, it only checks best way to that square
from my long observation, best metod to avoid failed gotot+attack is use it to
go best position near unit and attack using arrow keys

as for code, there are few solution that i can think, but none of them is good
enogh to solve problem
i think easiest (and best) would be if pathfinder checked if tile is occupied
and if yes then goto adjacent to unit (using best route), attack and dont move
further

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[Freeciv-Dev] [bug #20431] diplomacy contact on city trade

2013-01-15 Thread Roman Petrinec
Follow-up Comment #2, bug #20431 (project freeciv):

sadly dont have
playing with manual saving and often forgeting to save...
at 128k tiles and 60 AI 1 turn takes 30 mins to do + playtime

if needed can recreate in smaller map

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[Freeciv-Dev] [bug #17606] More barbarian players

2013-03-13 Thread Roman Petrinec
Follow-up Comment #10, bug #17606 (project freeciv):

not tested yet, but i think changing no_diplomacy could work with: 
reqs=
{ "type", "name", "range"
  "AI", "Barbarian", "Player"
}

thus it would allow diplomacy for non-AI players (also for future versions)
but i think there may be furture problems with overtaking barbs, or just
switch from player to AI to diplomacy statuses

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[Freeciv-Dev] [bug #21234] client-server problems

2013-10-28 Thread Roman Petrinec
URL:
  

 Summary: client-server problems
 Project: Freeciv
Submitted by: petrinec
Submitted on: Mon 28 Oct 2013 12:47:21 PM CET
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.0
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

2 problems:
[played on same pc, no cpu usage except civ, firewall offline]
1) client has problems communicating with civserver when runing separate
(civserver from cmd line/window)
A) on server crash/exit, client still shows running game and does not revert
to civclient start page (like 2.3- versions)
clicking on "leave game" after server crash/exit crashes client, trying to go
to "edit mode" or "turn done" reverts to civlient start page
B) when leaving game during runnig server, sometimes it closes server and
sometimes only server gets "lost connection" error

2) client ignores "new citizens are" setting in city tab
new citizens are made always scientists even when setting is on "taxeman"
it also changes all taxemans to scientists on city growth (entertainers stay
same)





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[Freeciv-Dev] [bug #21235] AI error report

2013-10-28 Thread Roman Petrinec
URL:
  

 Summary: AI error report
 Project: Freeciv
Submitted by: petrinec
Submitted on: Tue 29 Oct 2013 12:05:45 AM CET
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

/civserver output in cmd, savegame included, got it 6x in 1 turn/
Game saved as civgame-1000.sav
>
1: in ai_plr_data_get() [../../../../../ai/default/aidata.c::309]: assertion
'ai
->phase_initialized || game.info.phase_mode != PMT_CONCURRENT' failed.
1: Please report this message at http://gna.org/projects/freeciv/



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File Attachments:


---
Date: Tue 29 Oct 2013 12:05:45 AM CET  Name: civgame-1000.rar  Size: 274kB  
By: petrinec
savegame+tech ruleset(if needed)

---
Date: Tue 29 Oct 2013 12:05:45 AM CET  Name: techs.ruleset  Size: 18kB   By:
petrinec
savegame+tech ruleset(if needed)


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[Freeciv-Dev] [bug #21304] Did not find cm solution

2013-11-26 Thread Roman Petrinec
URL:
  

 Summary: Did not find cm solution
 Project: Freeciv
Submitted by: petrinec
Submitted on: Tue 26 Nov 2013 04:37:16 PM CET
Category: general
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

related to http://gna.org/bugs/?19311
problem is cm tries to find solution for 20+ cities instead of placing workers
on all available tiles and making needed number of citizens entertainers so
city is content, rest of them would be set as is city setting
if 20+ city  has all additional citizens as entertainers and its not enough to
be content, put city in disorder for players, for AIs i would do - cycle
"remove 1 worker with lowest trade and make him entertainer" until its
content
although i newer seen ai city bigger than 18




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[Freeciv-Dev] [bug #17371] closing tabs using esc-key

2010-12-21 Thread Roman Petrinec

URL:
  

 Summary: closing tabs using esc-key 
 Project: Freeciv
Submitted by: petrinec
Submitted on: Tue 21 Dec 2010 11:41:32 PM CET
Category: None
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: Microsoft Windows
 Planned Release: 

___

Details:

when in edit mode, i cant close tabs (units-f2, cities-f4 and similar) using
esc key
tabs can be closed only using "x" in edit mode
when exiting edit mode esc key works fine

dunno if its feature (to prevent closing edit-mode) or small fashion bug :)

petro




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[Freeciv-Dev] [bug #17606] More barbarian players

2011-02-03 Thread Roman Petrinec

Follow-up Comment #7, bug #17606 (project freeciv):

i would also recommend that sea barbarians also would spawn/use ships
not only units on transports...

also it would be good to create 1 new "current age" unit specialy for
barbarians (i let them use marines to power-up them a bit)
beacuse in the later parts of the game are too weak


ps: what about terrorists?? barbs using nukes, missiles, spys, ect...

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-21 Thread Roman Petrinec

Follow-up Comment #18, bug #17740 (project freeciv):

i just add one thing to this:
migration should test current food before testing food after migrate
this should player allow partialy control migration to bigger cities and
allowing them build new around them
basicaly if i have +4 food and put workers as ent/sci/tax so i have -x food,
they wont migrate
as it is now, they would migrate unless city reaches some critical production
limit > like when i put 12 of 20 workers off (or ppl wait til city is full and
they can start new city)

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[Freeciv-Dev] [bug #24749] tileset problem after 1st start

2016-06-11 Thread Roman Petrinec
URL:
  

 Summary: tileset problem after 1st start
 Project: Freeciv
Submitted by: petrinec
Submitted on: Sat 11 Jun 2016 08:00:41 PM CEST
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5.4
 Discussion Lock: Any
Operating System: None
 Planned Release: 
 Contains string changes: None

___

Details:

i have migrated from 2.4.x to 2.5.4
im playing on customized Trident tileset (default/classic)
when i modified all necessary files (+-3 hours), i got one nasty error

after new installation, there is no "freeciv client rc file" for current
version (2.5, as i had 2.4) and client has by default set "Amplio2" tileset
when connecting to server i was getting nice error in client:
"Tileset problem, it's probably incompatible with the ruleset:
Missing Royal Agent unit sprite for tags "u.royal_agent" and alternative
"-"."
and then doing function "program.terminate"

option A: it would be nice to ask if i want to change tileset or close client
option B: create rc file (so i can change it to "trident") AND THEN close
client




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