[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-06-22 Thread Guest

http://bugs.freeciv.org/Ticket/Display.html?id=39331 >

> [guest - Tue Jun 05 17:16:29 2007]:
> 
> > [EMAIL PROTECTED] - Mon Apr 09 21:46:34 2007]:
> > 
> 
> > Here are some bugs from a long game I played.
> 
> > For some strange reason, Sun Tzu's War Academy is unavailable for
> building.
> > It is crossed out on the build list even after gaining Feudalism.  If
> it was
> > built and destroyed in the early game (don't think it was), then the
> > Traveler's Report should list it as destroyed.
> 
> I can confirm this happens on 2.1.0-beta4 as well. However, the fact
> that it is crossed out on the build list does not mean you can't build
> it! As a   test, I added it, and when the previous item was completed,
> my city started building the war academy, no problem. (It still shows up
> as crossed out in the worklist, but otherwise behaves normally -- it
> calculates turns to complete, I've used a caravan to contribute to it,
> etc.) 
> 
> I'm crossing my fingers that I won't run into a further bug when it
> tries to complete and give me the veteran bonus. I will followup once I
> get further along in the game and it completes.
> 
> 


To follow up to my own post -- Sun Tzu's War Academy completed building
with no problems, and now is functioning as advertised -- new land units
are created as veterans. So this is some sort of display bug only; for
some weird reason it shows up in the build list using a strikeout font.
I haven't seen that font used elsewhere (if you can't build a Wonder for
whatever reason, it just doesn't show up as an option in the production
screen.

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-06-05 Thread Guest

http://bugs.freeciv.org/Ticket/Display.html?id=39331 >

> [EMAIL PROTECTED] - Mon Apr 09 21:46:34 2007]:
> 

> Here are some bugs from a long game I played.

> For some strange reason, Sun Tzu's War Academy is unavailable for
building.
> It is crossed out on the build list even after gaining Feudalism.  If
it was
> built and destroyed in the early game (don't think it was), then the
> Traveler's Report should list it as destroyed.

I can confirm this happens on 2.1.0-beta4 as well. However, the fact
that it is crossed out on the build list does not mean you can't build
it! As a   test, I added it, and when the previous item was completed,
my city started building the war academy, no problem. (It still shows up
as crossed out in the worklist, but otherwise behaves normally -- it
calculates turns to complete, I've used a caravan to contribute to it,
etc.) 

I'm crossing my fingers that I won't run into a further bug when it
tries to complete and give me the veteran bonus. I will followup once I
get further along in the game and it completes.


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-04-24 Thread Guest

http://bugs.freeciv.org/Ticket/Display.html?id=39331 >

These bugs are actually for 2.1.0-beta3, not 2.0.9-beta3.  Sorry about 
any confusion.

In response to whoever made the comment about desalination plants:
I like the idea of more techs, more buildings, etc., especially in the 
modern era and the near (forseeable) future.  If you're going to add 
desalination tech, might as well go all out and add a bunch of others 
like internet and germ warfare.

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-04-20 Thread Guest

http://bugs.freeciv.org/Ticket/Display.html?id=39331 >

> 
> Are you dure you are playing on hard? I can never get the AI to 
exchange
> tech, even if I offer all my techs in exchange. The bug for me is that
> you can't get any reason for why the computer isn't accetping your 
deal.
> 
Yes, the chat screen shows the AIs as hard when I load a game.

I'm assuming you established embassies with the AIs?  If you didn't, it 
will grey out their tech selecton at the negotiating table.  If you did
establish embassies but always got thumbs down, then you found a bug.

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-04-09 Thread Nathan Currier

http://bugs.freeciv.org/Ticket/Display.html?id=39331 >

Sorry not to send this to [EMAIL PROTECTED], but it has been bouncing emails
for a week and I thought you might want to know about these before the
upcoming 2.1.0 release.

Here are some bugs from a long game I played.

version: 2.0.9-beta3-gtk2
installed from: Freeciv-2.0.9-win32-gtk2-setup
downloaded from: Freeciv.org  on 2/16/2007
operating system: Windows XP

game parameters:

set aifill 20
set size 15
set generator 3
set specials 300
set huts 0
set revolen 1
set temperature 60
set landmass 50
set steepness 40
set wetness 100
set sciencebox 500
hard



bugs:

When acquiring a city through diplomatic trade, the national borders do not
change until the next turn.  This means the people of the city may not be
able to work enough squares to support the units which come with the city.

There is no trade menu available on the city screen.  I cannot see where I
sent my caravans.  Have to keep a written list to avoid establishing the
same trade route twice, which would not give any continuing revenue.

Wetness=100 but there is not a single river in the entire world.  I know
because I got suspicious and edited the rule files to give an Apollo Program
cheat.

For some strange reason, Sun Tzu's War Academy is unavailable for building.
It is crossed out on the build list even after gaining Feudalism.  If it was
built and destroyed in the early game (don't think it was), then the
Traveler's Report should list it as destroyed.

When a cease-fire is about to expire, the "concerned citizens" warning is
printed twice.

If a unit attacks a city and kills its last defending unit, the city's star
doesn't disappear.  Another unit must approach the city to see that it is
undefended.

The "go to" move planner does not consider that units lose all their
movement points when landing from a ship.  For example:  A ship is adjacent
to plains and hills, both connected by roads.  Using "go to" to land a
chariot on the hills will send it to the plains first, because it thinks the
chariot will have 2/3 moves left when it reaches the hills, as opposed to no
moves if it lands directly.  Actually, the chariot will use all its moves in
landing and not reach the hills until the next turn.

When a city grows, it completely empties the food box instead of keeping any
leftover food produced the previous turn.  For example, if a city has 29/30
food with +4 food surplus, it should have 3/40 food next turn instead of
0/40.  This would eliminate the small advantage gained by obsessively
insuring that workers are placed so as to not waste any food when the city
grows.  This would, in turn, speed up gameplay and increase enjoyability.  I
assume playability is the reason why production and research overruns carry
over to the next item instead of evaporating like they did in Civ II.  Why
not do the same thing for food?



Some boneheaded AI moves (not really bugs):

AI camps a diplomat right next to a city if it cannot afford to bribe the
city.  This ensures that the diplomat will be killed.  A few possible
fixes:  AI should cheat to know if it can afford the city before the
diplomat gets close, AI should sell barracks until it can afford the city,
AI should try to steal technology instead.

AI often transports only one unit per trireme, even over long distances.
This does not make the most efficient use of triremes.

AIs are reluctant to trade techs among each other in the early game.  I had
Marco Polo's Embassy and knew what they were up to: not much.  Did see
occaisonal tech trades in the mid game, though. The AI never offered to
trade techs with me, even though they would accept deals quite unfavorable
to them if I proposed them.

AI is too willing to give up cities in exchange for expensive but rather
useless tech.  A great way to expand your empire into far corners of the
world is to trade this tech to all AIs at once.  A great way to get rich is
to sell low-level tech to all AIs at once.  Use the gold to buy libraries
and maintain a high research rate.  The AIs will cut back on research to
rebuild their treasuires, which ensures you will be more advanced than them,
which ensures you will have a steady stream of techs to sell, etc.

I can bribe a few cities and give an AI a "genocidal" attitude against me,
but it will still keep a peace treaty and will not try to bribe my cities.
AI will still accept unfavorable deals on techs even with a bad attitude.
AI needs to be more willing to declare war or play dirty, and be less
willing to deal with me, if its attitude is bad.

AI sometimes stays in Despotism even if it has Monarchy.  AI usually stays
in Monarchy even if it has Republic. AI needs to disband hordes of warriors,
etc. in order to take advantage of advanced government.

AI does not value tech correctly.  For example, it usually researches
Feudalism before Pottery.  Pottery is way more useful, and costs a small
fraction of what Feudalism costs.
I have been a Free