http://bugs.freeciv.org/Ticket/Display.html?id=39874 >
S2_1 r13986
The civ2 ruleset has an Eiffel Tower building but it lacks an effect.
According to the helptext, it ought to give a one-time 25% global ai
love boost. However, the Gain_AI_Love effect is gradual so this patch
simply gives it that
http://bugs.freeciv.org/Ticket/Display.html?id=39868 >
Jason Dorje Short wrote:
> This was introduced in 39817.
>
I've been over and over my code in PR#39817 today. I don't see the problem.
Apparently, it needs more eyeballs. I'll leave this to Jason.
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http://bugs.freeciv.org/Ticket/Display.html?id=39873 >
Committed S2_1 revision 13987.
Committed S2_2 revision 13988.
Committed trunk revision 13989.
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http://bugs.freeciv.org/Ticket/Display.html?id=39873 >
For comparison purposes, finding it more and more difficult to check 2.1
against 2.2. Update some of the more gratuitous changes between them.
Append to focus unit list, update and refresh various things, before
calling auto_center_on_focus
http://bugs.freeciv.org/Ticket/Display.html?id=39826 >
> [EMAIL PROTECTED] - Fri Nov 02 06:42:37 2007]:
>
> On 11/2/07, <> wrote:
> > with reputation gone from freeciv, the Eiffel tower's role in the game
> > is diminished as of the moment
> >
> > "Your reputation and goodwill among other natio
http://bugs.freeciv.org/Ticket/Display.html?id=39868 >
I have verified that a unit sentried and then moved does not lose focus.
The report accurately describes the problem.
I have not yet found the problem. Unfortunately, there seem to be several
methods used for every test, and for every actio
http://bugs.freeciv.org/Ticket/Display.html?id=39872 >
This is documented as client only, but inexplicably in the wrong data
structure. Its only server use is to set to &game.players[0] or as a
temporary variable.
Likewise, game.info.player_idx probably should be eliminated or moved.
__
http://bugs.freeciv.org/Ticket/Display.html?id=39871 >
The client frequently checks can_client_issue_orders(), but the server
never seems to check. Never trust network data.
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http://bugs.freeciv.org/Ticket/Display.html?id=39870 >
Whether by history or mistake, some functions have a leading handle_ that
are not actually network packet routines. Another has leading real_
This makes reading the code more difficult, as it is hard to discern where
the calls are generated
http://bugs.freeciv.org/Ticket/Display.html?id=39801 >
Pepeto _ wrote:
> And you turn your tickets to resolved when you don't test them and some
> says that it doesn't work (providing clues and savegames).
>
All of my tickets that are resolved are thoroughly tested and verified.
Requiring verifi
http://bugs.freeciv.org/Ticket/Display.html?id=39801 >
> [wsimpson - Sam. Nov. 17 14:54:44 2007]:
>
> Closing other developers' tickets is terribly impolite. I'm keeping my
> own tickets open to verify. What you do with yours
>
>
And you turn your tickets to resolved when you don't tes
http://bugs.freeciv.org/Ticket/Display.html?id=39798 >
Jason Short wrote:
> ... your words show you clearly don't understand
> how client-side goto works.
>
Since I've just spent more than 3 months fixing your client-side goto bugs
to finally get 2.1 out the door, I'm pretty sure I've some unde
http://bugs.freeciv.org/Ticket/Display.html?id=39869 >
This is also part and parcel of PR#39579. The server keeps sending
completely unrequested and unrelated rulesets before an action has been
initiated. There's no good reason that the tilespec is being loaded, or
anything else, until the prop
http://bugs.freeciv.org/Ticket/Display.html?id=39818 >
Daniel Markstedt wrote:
> The crash caused by this bug is resolved, but the city still stayed
> behind when I last tested. See #39830
>
As he would have known had he actually read the thread and its children.
Stolen back.
http://bugs.freeciv.org/Ticket/Display.html?id=39801 >
But not yet verified and deployed in a release, so I'm reopening it.
It's part of a series of related tickets.
Closing other developers' tickets is terribly impolite. I'm keeping my
own tickets open to verify. What you do with yours
http://bugs.freeciv.org/Ticket/Display.html?id=39869 >
On Nov 17, 2007 4:08 AM, Daniel Markstedt <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39869 >
>
> How to reproduce:
> Select 'Start new game' from the main menu, select ruleset/modpack
> that defines prefered
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