http://bugs.freeciv.org/Ticket/Display.html?id=38423 >
Isometric view, city just below map canvas bottom, recenter a bit diagonally.
I can't reproduce 100%. Optimal recentering distance seems to be two
or three tiles.
- ML
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http://bugs.freeciv.org/Ticket/Display.html?id=20672 >
Magic ruleset problem.
aisettler code asserts that selected ferry is SEA_MOVING. It gets
ferries from is_boat_free() which does not limit move_type.
S2_1 fix (attached patch): Change assert to check only that move_type
is not LAND_MOVING
http://bugs.freeciv.org/Ticket/Display.html?id=13864 >
> [dmarks - Sun Mar 18 10:21:45 2007]:
>
> Completely reworked Kurd nation. This flag is that of the 19th century
> Soran Emirate.
>
> ~Daniel
>
Two alternative flags for this nation, both of 20th century Kurdish states.
kurdistan.svg -
http://bugs.freeciv.org/Ticket/Display.html?id=38410 >
This adds tech want for tech allowing first F_SETTLERS and F_CITIES units.
Not having this is not strictly a bug, but I'm still inclined to
commit this to S2_1 to make AI to work with some more scenarios.
Naturally I will run several regre
http://bugs.freeciv.org/Ticket/Display.html?id=38409 >
This fixes process_attacker_want() crash when enemy cannot build
defending units.
- ML
diff -Nurd -X.diff_ignore freeciv/ai/advmilitary.c freeciv/ai/advmilitary.c
--- freeciv/ai/advmilitary.c 2007-03-18 23:27:54.0 +0200
+++ freec
http://bugs.freeciv.org/Ticket/Display.html?id=38406 >
On 3/19/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> Attached patch makes sure that tech want is given to reachable tech.
Correct patch
- ML
diff -Nurd -X.diff_ignore freeciv/ai/aitech.c freeciv/ai/aitech.c
--- freeciv/ai/aitech.
http://bugs.freeciv.org/Ticket/Display.html?id=38406 >
As comment says: "Assigns tech wants for techs to get better units
with given role, but *only for cheapest* to research "next" unit up
the chain." So it gives want only for one tech, not to every tech that
provide role units.
This will not
http://bugs.freeciv.org/Ticket/Display.html?id=38398 >
This patch adds the SDL client prerequisites to the INSTALL file.
Index: INSTALL
===
--- INSTALL (Revision 12853)
+++ INSTALL (Arbeitskopie)
@@ -3,7 +3,7 @@
===
http://bugs.freeciv.org/Ticket/Display.html?id=38392 >
On 3/18/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> When ever client connects to new server and gets rulesets (city
> styles), tileset_setup_city_tiles() loads city sprites. They are not
> freed when connection to old server is cut.
>
http://bugs.freeciv.org/Ticket/Display.html?id=37592 >
On Sunday 18 March 2007 02:02 pm, Peter Schaefer wrote:
> There always will be newbie traps and Im not sure whether it is a good
> idea to remove complexity from the game. After all, you want some
> learning curve.
+1
Randy Kramer
__
http://bugs.freeciv.org/Ticket/Display.html?id=19038 >
> [EMAIL PROTECTED] - Sa 10. Mär 2007, 23:19:11]:
>
> Attached patch splits event type descriptions to two parts. So you
> will translate "City" and "Famine", which is then displayed as "City:
> Famine" ("%s: %s" is *not* translatable). If
http://bugs.freeciv.org/Ticket/Display.html?id=38392 >
When ever client connects to new server and gets rulesets (city
styles), tileset_setup_city_tiles() loads city sprites. They are not
freed when connection to old server is cut.
Note that game.control.num_styles was not necessarily same in t
http://bugs.freeciv.org/Ticket/Display.html?id=37592 >
On 3/18/07, (Eddie_Anderson) <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=37592 >
>
...
>
> I've changed my mind about this one. Part of the beauty of the
> original proposal (IMO) was that it was simple
http://bugs.freeciv.org/Ticket/Display.html?id=37592 >
"Per I. Mathisen" <[EMAIL PROTECTED]> wrote:
>
>http://bugs.freeciv.org/Ticket/Display.html?id=37592 >
>
>On Mon, 5 Mar 2007, (Eddie_Anderson) wrote:
>> a) Reduce the government corruption penalty for Despotism and
>> Anarchy to 10%.
>
http://bugs.freeciv.org/Ticket/Display.html?id=38372 >
Interesting question, there probably would be room for a flag that
allows trading techs unreachable to other nations. Dunno if it would
be used much
On 3/18/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Di
http://bugs.freeciv.org/Ticket/Display.html?id=38387 >
$subject
Freeciv refuses to start without Sea barbarian nation.
- ML
diff -Nurd -X.diff_ignore freeciv/data/civ1/nations.ruleset freeciv/data/civ1/nations.ruleset
--- freeciv/data/civ1/nations.ruleset 2007-03-05 21:10:00.0 +020
http://bugs.freeciv.org/Ticket/Display.html?id=37988 >
On 3/14/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> On 3/12/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
> >
> > This patch implements tileset suggestions to game.ruleset. If
> > game.ruleset contains tileset.suggest -entry, it is s
http://bugs.freeciv.org/Ticket/Display.html?id=38378 >
On 3/18/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> If there is no barbarian nation defined, game will assert later.
> Atatched patch adds sanity checking to ruleset load. This is for S2_1.
> Trunk will need different patch, as there
http://bugs.freeciv.org/Ticket/Display.html?id=38378 >
On 3/18/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> If there is no barbarian nation defined, game will assert later.
> Atatched patch adds sanity checking to ruleset load. This is for S2_1.
> Trunk will need different patch, as there
http://bugs.freeciv.org/Ticket/Display.html?id=38379 >
This was found with freeciv-2.1.0-beta3, using SDL 1.2.10. OS is Ubuntu
Linux 6.10.
Some dialog boxes don't close properly. I noticed this in regard to the
"Load Settings" box of the Citizen Manager, and the unit orders dialog
reached from
http://bugs.freeciv.org/Ticket/Display.html?id=38378 >
If there is no barbarian nation defined, game will assert later.
Atatched patch adds sanity checking to ruleset load. This is for S2_1.
Trunk will need different patch, as there land and sea barbarians use
separate nations.
- ML
diff -Nu
http://bugs.freeciv.org/Ticket/Display.html?id=38376 >
$subject
This is an issue with Mongols scenario.
- ML
diff -Nurd -X.diff_ignore freeciv/ai/advmilitary.c freeciv/ai/advmilitary.c
--- freeciv/ai/advmilitary.c 2007-03-13 17:43:47.0 +0200
+++ freeciv/ai/advmilitary.c 2007-03-18
http://bugs.freeciv.org/Ticket/Display.html?id=38372 >
1: Treaty: The White Horde can't have tech Asian Architecture
- ML
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http://bugs.freeciv.org/Ticket/Display.html?id=34529 >
On 3/17/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
> On 1/25/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote:
> >
> > This is an issue with larger scale scenarios: nation/race specific
> > technologies clutter the tech tree overview in the
http://bugs.freeciv.org/Ticket/Display.html?id=38363 >
Version: freeciv-2.0.9.
Output:
1: Error calling Mix_OpenAudio
1: Plugin sdl found but can't be initialized.
1: Plugin esd found but can't be initialized.
1: Plugin alsa found but can't be initialized.
1: No real audio subsystem managed to in
http://bugs.freeciv.org/Ticket/Display.html?id=34720 >
On 1/28/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> Attached patch changes AI so that it does not start building settlers
> before city is only one step from size required to build settlers. So
> for pop_cost = 1, any city may start b
http://bugs.freeciv.org/Ticket/Display.html?id=38046 >
Patch to change default despotism title to Chief. Won't break
translations, since "Chief" and "?female:Chief" is already in for
example zulu.ruleset.
~Daniel
despotism_title.diff
Description: Binary data
_
http://bugs.freeciv.org/Ticket/Display.html?id=13864 >
Completely reworked Kurd nation. This flag is that of the 19th century
Soran Emirate.
~Daniel
kurd.ruleset
Description: Binary data
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http://bugs.freeciv.org/Ticket/Display.html?id=38311 >
On Sat, 17 Mar 2007, alain Baeckeroot wrote:
> A game imported from 2.0.8, then played enough to get
> cruise missiles and bombers.
> None seem to work:
> - i can move them to my cities or allied cities
> - i can never attack boats, earth uni
http://bugs.freeciv.org/Ticket/Display.html?id=38358 >
Hi!
We played some test games with the 2.1.0-beta3-sdl clients. Here are our
findings:
Game crashed for Mikko Boman on these occasions:
- After exiting the Units (F2?) menu (could not reproduce)
- After changing the resolution to larger (c
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