Follow-up Comment #4, patch #3024 (project freeciv):
As new road type definitions are almost ready (ConnectLand road flag support
has to go in to freeciv before they are final) I think initial development
phase of AW is over. Now would be sensible time to add it to freeciv TRUNK svn
if wanted. I
Update of patch #3324 (project freeciv):
Category:None = client-gtk-3.0
Status:None = Ready For Test
Planned Release: = 2.4.0, 2.5.0
Follow-up Comment #3, bug #18041 (project freeciv):
Yes, bug #18588 seems to show the same behaviour, so I think it's the same
problem
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Reply to this item at:
http://gna.org/bugs/?18041
URL:
http://gna.org/patch/?3340
Summary: Allow ACTIVITY_BASE to be passed to
set_unit_activity_targeted()
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 25 Jun 2012 01:50:16 PM EEST
Category: general
URL:
http://gna.org/patch/?3341
Summary: AI to build bases
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 25 Jun 2012 02:11:07 PM EEST
Category: ai
Priority: 5 - Normal
Status:
Follow-up Comment #3, bug #19850 (project freeciv):
For the spy titles, Case Officer is fairly well established, but Spymaster
is probably preferable due to being shorter and less ambiguous. Handler
could fit between Informant and Agent.
Update of bug #19315 (project freeciv):
Status:None = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #10, bug #16385 (project freeciv):
I'm about to work on related code. Have you any code to share so I would not
break what you've done so far / reinvent the wheel.
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Reply to this item at:
http://gna.org/bugs/?16385
Follow-up Comment #5, patch #3024 (project freeciv):
Is there a solid reason why we should limit ourselves to just one more
ruleset? Since this ticket is NOT about inclusion in tarball, i see no reason
to make a high barrier. At this point i think we should welcome all new
rulesets that aren't
Follow-up Comment #6, patch #3024 (project freeciv):
So relax your modesty
My modesty is not the problem. Problem is our limited manpower. By accepting
rulesets to svn we commit to also maintaining them. Currently any patch that
changes ruleset format must contain changes to classic,
Update of patch #3191 (project freeciv):
Category:None = general
Status:None = In Progress
Assigned to:None = cazfi
Update of bug #19800 (project freeciv):
Planned Release: = 2.3.3, 2.4.0, 2.5.0
___
Reply to this item at:
http://gna.org/bugs/?19800
___
Message sent
Update of bug #19835 (project freeciv):
Status:None = Ready For Test
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Follow-up Comment #1:
Not only starting tile, but any tile with pre-existing road would cause
connect activity to
Update of bug #19745 (project freeciv):
Status:None = Ready For Test
Planned Release: = 2.3.3, 2.4.0, 2.5.0
___
Follow-up Comment #3:
I added some logging
Update of bug #13701 (project freeciv):
Assigned to:None = cazfi
Planned Release:2.3.0, 2.4.0 = 2.3.3, 2.4.0, 2.5.0
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Follow-up Comment #8:
bug #18194 fix works
Update of bug #14134 (project freeciv):
Status: Confirmed = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #4:
This could have been
Update of bug #14205 (project freeciv):
Status: Ready For Test = In Progress
Assigned to: jdorje = cazfi
Release: 2.3.0 = 2.3.3, 2.4.0, 2.5.0
Update of bug #15683 (project freeciv):
Status: Need Info = Duplicate
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #16191 (project freeciv):
Status:None = Invalid
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #2, bug #16559 (project freeciv):
I'm worried that this would make it even more confusing when there's unknown
enemy city within citymindist. Not only are you not able to build city, but
there would be visual clues informing you that you should be able.
Update of bug #16428 (project freeciv):
Depends on: = patch #3341
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Follow-up Comment #1:
Patch #3341 teaches the AI something about bases. But it sounds like it will
only help with new
URL:
http://gna.org/patch/?3342
Summary: Gov_Center effect
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Jun 2012 12:36:36 AM EEST
Category: general
Priority: 5 - Normal
Follow-up Comment #4, bug #19745 (project freeciv):
In theory we could try to fix old broken savegames by zeroing
future tech count if there's undiscovered techs left while
loading such a game.
Can't that be a valid game state, now that techs can be lost?
Update of bug #18041 (project freeciv):
Status:None = Duplicate
Open/Closed:Open = Closed
___
Reply to this item at:
Update of bug #19837 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Update of bug #19838 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Update of bug #19839 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Follow-up Comment #1, patch #3342 (project freeciv):
- Optimization: Check against special case that city itself is governmental
center before expensive iteration through all cities to find nearest one.
(file #15886)
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Additional Item
URL:
http://gna.org/patch/?3343
Summary: Clip Max_Rates value to legal range
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Jun 2012 02:23:29 AM EEST
Category: general
Priority: 5 - Normal
Update of bug #18232 (project freeciv):
Depends on: = patch #3343
___
Reply to this item at:
http://gna.org/bugs/?18232
___
Message sent
Update of bug #18232 (project freeciv):
Planned Release: 2.4.0 = 2.5.0
___
Follow-up Comment #4:
Is this likely to happen for 2.4.0?
Since we're in datafile format freeze, no. Cheating AI
Update of bug #18147 (project freeciv):
Status:None = Wont Fix
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #18015 (project freeciv):
Status:None = Ready For Test
Assigned to:None = cazfi
Planned Release: = 2.3.3, 2.4.0, 2.5.0
Marko Lindqvist writes:
On 24 June 2012 18:05, Marko Lindqvist cazf...@gmail.com wrote:
Motherboard breakage prevents me from doing any freeciv development
for a while.
My secondary machine powered up after some work after all. I should
be able to work with this, though not as
Follow-up Comment #4, bug #17883 (project freeciv):
Correct fix would be to make it to compile with standard make, and not to
require gnu extensions. I've got some progress on that front... (but at the
same time I've just postponed some patches that would break this more)
Update of bug #17874 (project freeciv):
Status:None = Invalid
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #1, bug #17755 (project freeciv):
I found the this deal... message unuseful, because you already
know the outcome looking at thumbs up / down icons.
I consider them spam filling message box so that more important mesages are
lost there somewhere. There can be dozens of these
Follow-up Comment #9, bug #13701 (project freeciv):
See also bug #17249.
___
Reply to this item at:
http://gna.org/bugs/?13701
___
Message sent via/by Gna!
http://gna.org/
Update of bug #17249 (project freeciv):
Category:None = client
Status:None = Duplicate
Assigned to:None = cazfi
Open/Closed:
On 26 June 2012 02:38, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
Was your primary machine hosting the metaserver ([meta.]cazfi.net)?
It appears to be down for me right now, and
http://freeciv.wikia.com/wiki/Forum:Metaserver_offline complains of
the same thing.
We can easily
Update of patch #3335 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
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