[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Marko Lindqvist
Update of patch #1831 (project freeciv): Status:None = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #1840] If destination file name is missing, just default to source name

2010-08-14 Thread Marko Lindqvist
Update of patch #1840 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #1827] README.distributions

2010-08-14 Thread Marko Lindqvist
Update of patch #1827 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Lavrentij P Berija
Follow-up Comment #3, patch #1831 (project freeciv): It produces a warning (when trying to compile w/ debugging support): make[3]: Entering directory `/home/heilkitty/soft/freeciv/trunk/server' CC unithand.lo cc1: warnings being treated as errors unithand.c: In function

[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Marko Lindqvist
Follow-up Comment #4, patch #1831 (project freeciv): unithand.c:1348: error: implicit declaration of function 'can_unit_attack_all_at_tile' That's weird since I cannot reproduce this, nor does the patch add call to can_unit_attack_all_at_tile or remove include directivies. Are you sure your

[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Lavrentij P Berija
Follow-up Comment #5, patch #1831 (project freeciv): Seems so, sorry for the false alarm. ___ Reply to this item at: http://gna.org/patch/?1831 ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #16421] ./civ -a and NEW_PASSWORD_TYPE

2010-08-14 Thread pepeto
Update of bug #16421 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto Planned Release: = 2.1.12, 2.2.3, 2.3.0

[Freeciv-Dev] [patch #1838] Base multiplayer ruleset on Book's rewonder

2010-08-14 Thread pepeto
Follow-up Comment #2, patch #1838 (project freeciv): Updated patch against current svn. (file #9814) ___ Additional Item Attachment: File name: trunk_multiplayer_rewonder2.diff Size:47 KB

[Freeciv-Dev] [bug #16423] 1: Entry value not recognized: error

2010-08-14 Thread pepeto
URL: http://gna.org/bugs/?16423 Summary: 1: Entry value not recognized: error Project: Freeciv Submitted by: pepeto Submitted on: samedi 14.08.2010 à 09:40 Category: rulesets Severity: 2 - Minor

[Freeciv-Dev] [bug #16423] 1: Entry value not recognized: error

2010-08-14 Thread pepeto
Follow-up Comment #1, bug #16423 (project freeciv): With the following patch I intend to commit: 1: Entry value not recognized: file data/nation/hasinay.ruleset, line 49, pos 11 looking at: ', ' included from file data/default/nations.ruleset, line 151 (file #9815)

[Freeciv-Dev] [bug #16423] 1: Entry value not recognized: error

2010-08-14 Thread pepeto
Update of bug #16423 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto ___ Follow-up Comment #2: There was an extra

[Freeciv-Dev] [bug #16411] Global warming nuclear winter may change a tile multiple times

2010-08-14 Thread pepeto
Update of bug #16411 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto Planned Release: = 2.1.12, 2.2.3, 2.3.0

[Freeciv-Dev] [bug #16411] Global warming nuclear winter may change a tile multiple times

2010-08-14 Thread pepeto
Follow-up Comment #2, bug #16411 (project freeciv): Attached compilable fix for S2_1. (file #9820) ___ Additional Item Attachment: File name: S2_1_gw_nw_tile_only_once2.diff Size:1 KB

[Freeciv-Dev] [bug #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset

2010-08-14 Thread pepeto
Update of bug #16410 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto Planned Release: = 2.2.3, 2.3.0

[Freeciv-Dev] [bug #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset

2010-08-14 Thread HanduMan
Follow-up Comment #5, bug #16410 (project freeciv): Ouch! I should have seen that :( So, if one needs to modify the nations in a custom ruleset, also the ../data/nation folder should be copied to form the basis of the modification. Thus, my example ruleset would consist of ../data/myDeafult

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan
URL: http://gna.org/bugs/?16426 Summary: Changing terrain to ocean should not clean pollution unconditionally Project: Freeciv Submitted by: handuman Submitted on: Saturday 08/14/10 at 11:15 Category: None

[Freeciv-Dev] [bug #15945] Impossible to investigate a city twice

2010-08-14 Thread pepeto
Update of bug #15945 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #3: Fix attached: * Can investigate twice. * Simplified the usage of

[Freeciv-Dev] [bug #16427] city::units_supported allocated twice

2010-08-14 Thread pepeto
URL: http://gna.org/bugs/?16427 Summary: city::units_supported allocated twice Project: Freeciv Submitted by: pepeto Submitted on: samedi 14.08.2010 à 11:30 Category: client Severity: 2 - Minor

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto
Follow-up Comment #1, bug #16426 (project freeciv): But in a default ruleset the flag may be absent by choise Do you mean in a custom ruleset? ___ Reply to this item at: http://gna.org/bugs/?16426

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto
Update of bug #16426 (project freeciv): Status:None = Confirmed ___ Reply to this item at: http://gna.org/bugs/?16426 ___ Message posté

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto
Update of bug #16426 (project freeciv): Category:None = general Status: Confirmed = Ready For Test Assigned to:None = pepeto Planned Release:

[Freeciv-Dev] [bug #16399] GLib-GObject-WARNING **: signal name `depressed' is invalid

2010-08-14 Thread pepeto
Update of bug #16399 (project freeciv): Status:None = Wont Fix Assigned to:None = pepeto Open/Closed:Open = Closed

[Freeciv-Dev] [bug #16401] Typos, mostly in new nations

2010-08-14 Thread pepeto
Update of bug #16401 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto ___ Reply to this item at:

[Freeciv-Dev] [bug #16387] attacker can abuse 'go to' to stop pillager

2010-08-14 Thread pepeto
Update of bug #16387 (project freeciv): Status:None = Need Info ___ Follow-up Comment #5: Could someone confirm or infirm this is a bug? It appears to me to be a feature of the shuffled

[Freeciv-Dev] [bug #16384] Ruleset version and Scenario Game

2010-08-14 Thread pepeto
Update of bug #16384 (project freeciv): Status:None = Wont Fix Assigned to:None = pepeto Open/Closed:Open = Closed

[Freeciv-Dev] [bug #16012] Trunk: Nuu-chah-nulth nation not read

2010-08-14 Thread pepeto
Update of bug #16012 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto ___ Reply to this item at:

[Freeciv-Dev] [bug #16000] Disbanding Units and Peace Treaties

2010-08-14 Thread pepeto
Update of bug #16000 (project freeciv): Category:None = general Priority: 5 - Normal = 1 - Later ___ Reply to this item at:

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan
Follow-up Comment #3, bug #16426 (project freeciv): Do you mean in a custom ruleset? Yes I do, sorry for the confusion. I have to disagree with the attached fix, though. The NoPollution flag only affects pollution, not nuclear fallout. Is it possibly hardcoded that fallout never hits oceanic

[Freeciv-Dev] [bug #16341] Ignore case when sorting players by name

2010-08-14 Thread m
Follow-up Comment #2, bug #16341 (project freeciv): Nations page ___ Reply to this item at: http://gna.org/bugs/?16341 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto
Update of bug #16426 (project freeciv): Status: Ready For Test = Need Info ___ Follow-up Comment #4: Seems you need to discuss first 3 points: 1. Does nuclear fallout are considered as pollution

[Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread David Lowe
On 13 Aug, 2010, at 12:30 AM, Ann wrote: Follow-up Comment #9, patch #1698 (project freeciv): The term early modern does have a definition, in the sense that it is used to refer to the years named in European history. So in that sense it is not open to interpretation: it begins with a

[Freeciv-Dev] [bug #16418] Crashing Server (update_unit_activities)

2010-08-14 Thread Jacob Nevins
Update of bug #16418 (project freeciv): Severity: 3 - Normal = 4 - Important Status:None = Ready For Test Assigned to:None = jtn Planned Release:

[Freeciv-Dev] [bug #16100] Crash in territory_claiming_base()

2010-08-14 Thread Jacob Nevins
Follow-up Comment #11, bug #16100 (project freeciv): When I commit the fix for bug #16418 I'll close this as duplicate, unless there are objections -- the cause fits the symptoms. (I'll sort out the function name separately.) ___ Reply to

[Freeciv-Dev] [bug #16428] AI never builds bases

2010-08-14 Thread Jacob Nevins
URL: http://gna.org/bugs/?16428 Summary: AI never builds bases Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 17:39 Category: ai Severity: 3 - Normal Priority: 1 -

[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-08-14 Thread Jacob Nevins
URL: http://gna.org/bugs/?16429 Summary: Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 17:42 Category: None

[Freeciv-Dev] [bug #16430] [debug] Warn if same file specified twice in --debug

2010-08-14 Thread Jacob Nevins
URL: http://gna.org/bugs/?16430 Summary: [debug] Warn if same file specified twice in --debug Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 18:02 Category: None Severity: 2 - Minor

Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread Ann Barcomb
Could we maybe start a patch, or discussion board discussion of this? That would allow others who haven't previously expressed an interest to join in. Ann David On the other hand, more divisions are needed, as the number of nations grows. ?!? It is not obvious to me more of one

Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread Daniel Markstedt
On Sat, Aug 14, 2010 at 9:55 AM, Ann Barcomb a...@domaintje.com wrote: Could we maybe start a patch, or discussion board discussion of this? That would allow others who haven't previously expressed an interest to join in. Ann David On the other hand, more divisions are needed, as the

Re: [Freeciv-Dev] Nation Grouping

2010-08-14 Thread Lavrentij P Berija
On 14.08.2010 23:24, Daniel Markstedt wrote: One idea that I've had for some time is to redesign the UI so that you can filter nations based on several criteria at once, with a simple example being African AND Modern. Perhaps by making each group a checkbox rather than a tab. Maybe,

[Freeciv-Dev] [bug #16431] --Ppm colours players 32 randomly

2010-08-14 Thread Jacob Nevins
URL: http://gna.org/bugs/?16431 Summary: --Ppm colours players 32 randomly Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 18:50 Category: None Severity: 2 - Minor

[Freeciv-Dev] [bug #16387] attacker can abuse 'go to' to stop pillager

2010-08-14 Thread Jacob Nevins
Follow-up Comment #6, bug #16387 (project freeciv): It doesn't seem like a bug to me. With Freeciv in its default concurrent phasemode, you can't rely on a particular order of things happening on the next turn, as any player can notionally do anything at any time. However, as I understand it,

[Freeciv-Dev] [patch #1854] Improve EFT_DEFEND_BONUS/F_IGWALL/F_BADWALLATTACKER docs in README.effects/comments

2010-08-14 Thread Jacob Nevins
URL: http://gna.org/patch/?1854 Summary: Improve EFT_DEFEND_BONUS/F_IGWALL/F_BADWALLATTACKER docs in README.effects/comments Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 22:11 Category: docs

[Freeciv-Dev] [bug #16080] The Great Wall affects all units regardless of whether they're inside cities

2010-08-14 Thread Jacob Nevins
Update of bug #16080 (project freeciv): Open/Closed:Open = Closed Operating System: Microsoft Windows = None ___ Follow-up Comment #11: This ticket

[Freeciv-Dev] [bug #15347] Bad drawing and floating point exception with trade route line drawing in SDL client

2010-08-14 Thread Jacob Nevins
Follow-up Comment #10, bug #15347 (project freeciv): This bug is languishing, and I haven't had time to look at the latest crash. I've been thinking for a while that it seems a shame to reinvent the wheel for this. It looks like we already incorporate parts of the SDL_gfx library

[Freeciv-Dev] [bug #16108] Server will not start. Games will not start.

2010-08-14 Thread Jacob Nevins
Follow-up Comment #2, bug #16108 (project freeciv): FWIW, 10065 is WSAEHOSTUNREACH, no route to host. ___ Reply to this item at: http://gna.org/bugs/?16108 ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #15999] Errormessage in news windows

2010-08-14 Thread Jacob Nevins
Follow-up Comment #1, bug #15999 (project freeciv): 10053 is WSAECONNABORTED Software caused connection abort. MS' description is An established connection was aborted by the software in your host computer, possibly due to a data transmission time-out or protocol error. IME it can mean anything

[Freeciv-Dev] [bug #15887] Unit list on sidebar doesn't scale and has non-functional icon

2010-08-14 Thread Jacob Nevins
Follow-up Comment #1, bug #15887 (project freeciv): The blue arrow was finally made functional by patch #1721. Some changes have been made to how units are displayed in the sidebar (e.g., patch #1722), although there are outstanding issues (see discussion in patch #1685). I'm not sure all of

[Freeciv-Dev] [bug #15683] Buoys inactive on reload of saved game.

2010-08-14 Thread Jacob Nevins
Follow-up Comment #2, bug #15683 (project freeciv): Might this have been bug #16375? ___ Reply to this item at: http://gna.org/bugs/?15683 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #15683] Buoys inactive on reload of saved game.

2010-08-14 Thread Jacob Nevins
Follow-up Comment #3, bug #15683 (project freeciv): Too hasty... on second thoughts, I can't see how it can have been precisely that. ___ Reply to this item at: http://gna.org/bugs/?15683

[Freeciv-Dev] [bug #16308] Great Wall protects wrong units

2010-08-14 Thread anonymous
Follow-up Comment #5, bug #16308 (project freeciv): Thank you George. Then I guess the best option for now is to use the Great Wall effect of default ruleset. I have noticed another possible bug similar to this one. When I use the requeriment Special, River, Adjacent in my rulesets, it seems to

[Freeciv-Dev] [bug #15559] Client can't connect to its locally started server

2010-08-14 Thread George Koehler
Follow-up Comment #7, bug #15559 (project freeciv): I have a similar bug using OpenBSD. I am running an old snapshot of OpenBSD 4.5-current. My server (S2_2 r17748) accepted connections from localhost and from 127.0.0.1, but not from ::1. I found that my server had no IPv6 support, because

Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-14 Thread David Lowe
On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote: I've made quick'n'dirty patch (which seems to work though) which makes stack death rule applied only for reachable units. Maybe it's worth raising a thread on forum to decide if this behaviour would be appropriate for players? It

Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-14 Thread Lavrentij P Berija
On 15.08.2010 10:13, David Lowe wrote: On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote: I've made quick'n'dirty patch (which seems to work though) which makes stack death rule applied only for reachable units. Maybe it's worth raising a thread on forum to decide if this behaviour