[Freeciv-Dev] [patch #3816] Cleanup nativity handling to ignore specials

2013-03-31 Thread Emmet Hikory
Follow-up Comment #1, patch #3816 (project freeciv): This didn't get set to "In Progress" for a bit, and seemed easy enough, so I prepared a sample patch. This patch depends on patch #3815, but if the rejected client/helpdata.c hunk is dropped, will apply to trunk. If there is a reason to apply

[Freeciv-Dev] [bug #20695] Disaster nreq processing causes disasters mostly not to happen

2013-03-31 Thread Emmet Hikory
URL: Summary: Disaster nreq processing causes disasters mostly not to happen Project: Freeciv Submitted by: persia Submitted on: Mon 01 Apr 2013 03:06:35 AM GMT Category: general

[Freeciv-Dev] [patch #3681] Non-native tile graphic for supplied non-Amplio tilesets

2013-03-31 Thread Jacob Nevins
Follow-up Comment #2, patch #3681 (project freeciv): Oh bother, the filenames aren't obvious, are they. * file #17634 is for trident * file #17635 is for isotrident * file #17636 is for hex2t * file #17637 is for isophex ___ Reply to this i

[Freeciv-Dev] [bug #20694] in fill_sprite_array() [tilespec.c::4735]: assertion 't->sprites.background.graphic != NULL' failed

2013-03-31 Thread Jacob Nevins
URL: Summary: in fill_sprite_array() [tilespec.c::4735]: assertion 't->sprites.background.graphic != NULL' failed Project: Freeciv Submitted by: jtn Submitted on: Mon Apr 1 03:16:06 2013 Categ

[Freeciv-Dev] [patch #3681] Non-native tile graphic for supplied non-Amplio tilesets

2013-03-31 Thread Jacob Nevins
Additional Item Attachment, patch #3681 (project freeciv): File name: Nonnative.ggr Size:0 KB ___ Reply to this item at: ___ Message sent via/b

[Freeciv-Dev] [patch #3681] Non-native tile graphic for supplied non-Amplio tilesets

2013-03-31 Thread Jacob Nevins
Additional Item Attachment, patch #3681 (project freeciv): File name: trunk-S2_4-nonamplio-nonnative.patch Size:2 KB ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [patch #3681] Non-native tile graphic for supplied non-Amplio tilesets

2013-03-31 Thread Jacob Nevins
Update of patch #3681 (project freeciv): Status:None => Ready For Test Assigned to:None => jtn Planned Release: => 2.4.0,2.5.0 _

[Freeciv-Dev] [bug #20668] Loaded submarines are not stealth

2013-03-31 Thread Jacob Nevins
Follow-up Comment #5, bug #20668 (project freeciv): Huh. Email it to me (0jacobnk DOT fcdev AT chiark DOT greenend DOT org DOT uk). ___ Reply to this item at: ___

[Freeciv-Dev] [bug #20668] Loaded submarines are not stealth

2013-03-31 Thread anonymous
Follow-up Comment #4, bug #20668 (project freeciv): Sorry, cannot upload the file. It's too big. ___ Reply to this item at: ___ Message sent via/by Gna! http:/

[Freeciv-Dev] [bug #20693] Civil war not possible when there's 125 normal players and a barbarian

2013-03-31 Thread Marko Lindqvist
URL: Summary: Civil war not possible when there's 125 normal players and a barbarian Project: Freeciv Submitted by: cazfi Submitted on: Mon 01 Apr 2013 01:47:37 AM EEST Category: general

[Freeciv-Dev] [bug #20668] Loaded submarines are not stealth

2013-03-31 Thread anonymous
Follow-up Comment #3, bug #20668 (project freeciv): I have enclosed savegame where you can see that bug. At the location 265, 175 (near the city of Avrig) you can see enemy missile in the ocean. When you order any unit patrolling nearby to get closer you discover submarine carrying this missile. I

[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-03-31 Thread Emmet Hikory
Follow-up Comment #2, patch #3805 (project freeciv): I think it does. While I have no direct experience, the information I have found seems to indicate that civ1 has no paratroopers and civ2 requires the destination to be Land. The best reference that mentions both of these that I could find

[Freeciv-Dev] [patch #3572] Use grids for voteinfo_bar

2013-03-31 Thread Marko Lindqvist
Update of patch #3572 (project freeciv): Assigned to:None => cazfi Planned Release: 2.5.0 => 2.4.0, 2.5.0 ___ Follow-up Comment #5: Now tested by jtn'

[Freeciv-Dev] [patch #3821] Drop terrain options

2013-03-31 Thread Marko Lindqvist
Update of patch #3821 (project freeciv): Status:None => Ready For Test Assigned to:None => cazfi ___ Reply to this item at:

[Freeciv-Dev] [patch #3803] Do not autoattack with nuke

2013-03-31 Thread Marko Lindqvist
Update of patch #3803 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-03-31 Thread Marko Lindqvist
Follow-up Comment #1, patch #3805 (project freeciv): Does this need to be ruleset definable to support civ1/civ2 rulesets? How civ1/civ2 behaved in this respect? ___ Reply to this item at: __

[Freeciv-Dev] [patch #3809] Refer to "classic", not "default", ruleset in README.ruleset_civ2civ3

2013-03-31 Thread Marko Lindqvist
Update of patch #3809 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #3823] Fix gettext warnings about buildings.ruleset comments

2013-03-31 Thread Marko Lindqvist
Follow-up Comment #1, patch #3823 (project freeciv): There'es more gettext warnings from TRUNK. Attached patch is for TRUNK, earlier one is still one meant for S2_4. (file #17632) ___ Additional Item Attachment: File name: GTformat-2.patch

[Freeciv-Dev] [patch #3810] freeciv-web configure checks to separate m4-file

2013-03-31 Thread Marko Lindqvist
Update of patch #3810 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #3823] Fix gettext warnings about buildings.ruleset comments

2013-03-31 Thread Marko Lindqvist
URL: Summary: Fix gettext warnings about buildings.ruleset comments Project: Freeciv Submitted by: cazfi Submitted on: Sun 31 Mar 2013 10:57:37 PM EEST Category: rulesets Priori

[Freeciv-Dev] [patch #3802] civ1/2 Hydro Plant help text to match implementation, not civ1/2

2013-03-31 Thread Marko Lindqvist
Update of patch #3802 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [bug #20663] Unloading assert failure when autoattack kills transport

2013-03-31 Thread Marko Lindqvist
Update of bug #20663 (project freeciv): Status:None => Ready For Test ___ Follow-up Comment #6: > I think it's possible to fix this in respect to supplied > rulesets by moving block of code th

[Freeciv-Dev] [bug #20678] Unit pointer used after it might died in unit_move_consequences()

2013-03-31 Thread Marko Lindqvist
Update of bug #20678 (project freeciv): Status: Ready For Test => In Progress ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #20680] Client crash on contacting metaserver, dependent on latest version advertised by metaserver

2013-03-31 Thread Marko Lindqvist
Follow-up Comment #9, bug #20680 (project freeciv): (The upstream fix is kind of emergency fix - I'm still undecided how to handle kinds of "2.5.0-alphaville", "1.0-betamax") ___ Reply to this item at: _

[Freeciv-Dev] [bug #20680] Client crash on contacting metaserver, dependent on latest version advertised by metaserver

2013-03-31 Thread Marko Lindqvist
Update of bug #20680 (project freeciv): Assigned to: cazfi => jtn ___ Follow-up Comment #8: I committed one kind of fix to upstream ( strNcasecmp() is cvercmp_parse_prever() ). Giving this

[Freeciv-Dev] [bug #20691] road_superhighway_trade_bonus in terrain.ruleset doesn't work

2013-03-31 Thread Emmet Hikory
Follow-up Comment #1, bug #20691 (project freeciv): For the future, this should just be removed entirely. The attached patch does this on trunk, but will require a change to the capabilities string as the network protocol has changed. (file #17627) ___

[Freeciv-Dev] [bug #20691] road_superhighway_trade_bonus in terrain.ruleset doesn't work

2013-03-31 Thread Emmet Hikory
URL: Summary: road_superhighway_trade_bonus in terrain.ruleset doesn't work Project: Freeciv Submitted by: persia Submitted on: Sun 31 Mar 2013 11:21:03 AM GMT Category: rulesets

[Freeciv-Dev] [patch #3820] Avoid selecting RMM_RELAXED roads when they are less good

2013-03-31 Thread Marko Lindqvist
Update of patch #3820 (project freeciv): Status:None => Ready For Test Assigned to:None => cazfi ___ Reply to this item at:

[Freeciv-Dev] [bug #20675] Caravan ferry need determined from homecity, not current location

2013-03-31 Thread Marko Lindqvist
Update of bug #20675 (project freeciv): Status: Ready For Test => Fixed Assigned to:None => cazfi Open/Closed:Open => Closed _

[Freeciv-Dev] [patch #3820] Avoid selecting RMM_RELAXED roads when they are less good

2013-03-31 Thread Emmet Hikory
Follow-up Comment #3, patch #3820 (project freeciv): Indeed. There's little point to optimisations that don't :) Improved patch attached. (file #17625) ___ Additional Item Attachment: File name: avoid-selecting-bad-relaxed-road+better.pa

[Freeciv-Dev] [patch #3821] Drop terrain options

2013-03-31 Thread Emmet Hikory
URL: Summary: Drop terrain options Project: Freeciv Submitted by: persia Submitted on: Sun 31 Mar 2013 10:14:42 AM GMT Category: general Priority: 5 - Normal S

[Freeciv-Dev] [patch #3820] Avoid selecting RMM_RELAXED roads when they are less good

2013-03-31 Thread Marko Lindqvist
Follow-up Comment #2, patch #3820 (project freeciv): > avoid the somewhat costly iteration completely. I mean, avoid it in the case we know that no between tile will work out. It's still needed when that road might be used. ___ Reply to th

[Freeciv-Dev] [patch #3820] Avoid selecting RMM_RELAXED roads when they are less good

2013-03-31 Thread Marko Lindqvist
Follow-up Comment #1, patch #3820 (project freeciv): road move_cost * 2 is the same regardless of the tiles involved, so you could check against it already outside iteration of between tiles, and avoid the somewhat costly iteration completely. _

[Freeciv-Dev] [patch #3820] Avoid selecting RMM_RELAXED roads when they are less good

2013-03-31 Thread Emmet Hikory
URL: Summary: Avoid selecting RMM_RELAXED roads when they are less good Project: Freeciv Submitted by: persia Submitted on: Sun 31 Mar 2013 09:42:26 AM GMT Category: general Pri

Re: [Freeciv-Dev] Terrain options & parameters

2013-03-31 Thread Emmet Hikory
On Sun, Mar 31, 2013 at 10:50:58AM +0300, Marko Lindqvist wrote: > On 31 March 2013 08:43, Emmet Hikory wrote: > > On Sat, Mar 30, 2013 at 10:02:02PM +0200, Marko Lindqvist wrote: > > > On 30 March 2013 18:42, Emmet Hikory wrote: > > > > [options] > > > > > > > > may_road: > > > > may_irrigate: > >

[Freeciv-Dev] [bug #20686] assert 'ai->phase_initialized || game.info.phase_mode != PMT_CONCURRENT' failed

2013-03-31 Thread Marko Lindqvist
Follow-up Comment #1, bug #20686 (project freeciv): Another autogame where it's much faster to reproduce (turn 79, less players to handle) (file #17622) ___ Additional Item Attachment: File name: expphase.serv Size:0 KB

[Freeciv-Dev] [patch #3817] Generalise MR_BAD_TYPE_FOR_CITY_TAKE_OVER_BY_SEA

2013-03-31 Thread Marko Lindqvist
Update of patch #3817 (project freeciv): Status:None => Ready For Test Assigned to:None => cazfi ___ Reply to this item at:

Re: [Freeciv-Dev] Terrain options & parameters

2013-03-31 Thread Marko Lindqvist
On 31 March 2013 08:43, Emmet Hikory wrote: > On Sat, Mar 30, 2013 at 10:02:02PM +0200, Marko Lindqvist wrote: > > On 30 March 2013 18:42, Emmet Hikory wrote: > > > For terrain.ruleset, there are [options] and [parameters] sections. > > > Do most of these still serve useful purposes? From a