[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-20 Thread Marko Lindqvist
Update of bug #24316 (project freeciv):

  Status:None => Duplicate  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 

___

Follow-up Comment #4:

Original report in bug #24075

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


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


[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-17 Thread Marko Lindqvist
Follow-up Comment #2, bug #24316 (project freeciv):

> when players leave their kingdom unattended

Is that in '/away' mode? I usually run autogame testing in full-AI mode.
Something specific to away-mode could have gone unnoticed...

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


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


[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-17 Thread Michal Mazurek
Follow-up Comment #3, bug #24316 (project freeciv):

No, we ask not to do that because that would mean the ai-controlled kingom
would kill other kingdoms, which is not the point of a test game. Unattended
usually just means a work queue in the cities and workers on auto - that's
what I do.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


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


[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-16 Thread Michal Mazurek
URL:
  

 Summary: in player_balance_treasury_units()
[cityturn.c::2099]: assertion 'FALSE' failed.
 Project: Freeciv
Submitted by: akfaew
Submitted on: Sat 16 Jan 2016 09:16:36 AM UTC
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_5
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

[code]
1: in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE'
failed.
1: Player sigur (nb 7) cannot have negative gold!
1: Please report this message at http://gna.org/projects/freeciv/
1: in update_city_activities() [cityturn.c::595]: assertion
'pplayer->economic.gold >= 0' failed.
1: Please report this message at http://gna.org/projects/freeciv/
[/code]
This is the longturn-patched version of S2_5, based on r31159. This is
happening on a test server with 3 minute turns running on OpenBSD. Upon saving
the game, it is indeed evident that the assertion is valid for this player:
"gold=-1". As this is a fast test game, I don't have savs leading up to this
situation. The message is shown on every TC.




___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


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


[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-16 Thread Michal Mazurek
Follow-up Comment #1, bug #24316 (project freeciv):

I have seen this before, in a previous test game. I think it happens when
players leave their kingdom unattended overnight and a couple of hundered
turns pass. I don't have any more insights though.

Sorry for the botched markup.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


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