Follow-up Comment #1, bug #21932 (project freeciv):
An example is in the attached file.
I don't see an attachment...
This situation can occur after tech loss of Advanced Flight. [...]
I'm dubious of this diagnosis -- I don't think tech loss can affect the
ability of extant units to move, at
Follow-up Comment #2, bug #21932 (project freeciv):
Am trying to upload the test game a second time.
(file #20521)
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Additional Item Attachment:
File name: nuke-self-destructs.sav.bz2Size:20 KB
Follow-up Comment #3, bug #21932 (project freeciv):
The file seems to be loaded this time.
I don't think tech loss can affect the ability of extant units to move
I you want to test this - look at the nukes movement points before and after
pressing turn done.
The ruleset is civ2civ3 with
Follow-up Comment #4, bug #21932 (project freeciv):
The ruleset is civ2civ3 with techloss artificially created
using the editor.
When you have last updated civ2civ3 ruleset? It certainly does not fix the
actual bug, but may affect reproducibility from your savegame. Ruleset
available with
URL:
http://gna.org/bugs/?21934
Summary: nuke destructs own city during unitwaittime
Project: Freeciv
Submitted by: None
Submitted on: Sat 19 Apr 2014 12:51:48 UTC
Category: None
Severity: 3 - Normal
Follow-up Comment #5, bug #21932 (project freeciv):
Yes - the same effect is seen with unitwaittime - self destruction of your own
city. I have posted a second bug report for this new error. See bug #21934:
Perhaps this bug report would be better discussing why after techloss the nuke
retains
Follow-up Comment #2, patch #4656 (project freeciv):
- ACTIVITY_POLLUTION and ACTIVITY_FALLOUT added to tile_changing_actions[]
- There's no comment on line 905, but I adjusted one several lines below
(hmm.. it could have been in 905 prior to any version of this patch) Is it
sufficient now?
Follow-up Comment #6, bug #21932 (project freeciv):
Am trying to upload the test game a second time.
Got it.
And now I understand why tech loss makes a difference to movement -- this is
civ2civ3[*], where Nuclear units have a base move_rate of 0, and get their
movement from tech-driven
Follow-up Comment #3, patch #4656 (project freeciv):
Sorry, yes, that was line 905 prior to the patch (the very comment you
updated). Looks fine to me now.
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Reply to this item at:
http://gna.org/patch/?4656
URL:
http://gna.org/bugs/?21935
Summary: Techloss in team games behaves strangely
Project: Freeciv
Submitted by: None
Submitted on: Sat 19 Apr 2014 13:56:33 UTC
Category: None
Severity: 3 - Normal
Follow-up Comment #7, bug #21932 (project freeciv):
Well, I don't think anything here limits pathfinding to looking for single
(current) turn paths only. So, there would be a bug also if we allowed nukes
with fuel for more than one turn - pathfinding would find suitable paths for
them, but then
Update of bug #21913 (project freeciv):
Summary: find_beachhead() doesn't work proprely =
find_beachhead() doesn't work properly
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Follow-up Comment #2:
but I'm not certain this matches the current state of freeze
URL:
http://gna.org/patch/?4657
Summary: Make darkness sprites in supplied tilesets
compatible with darkness_layer0?
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 19 Apr 2014 17:14:21 BST
Category: art
Follow-up Comment #8, patch #4461 (project freeciv):
hex2t example attached
Is this meant to be committed? Is there separate ticket about it?
I wasn't planning to commit it, but we could. Raised patch #4657 to consider
it.
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Reply to
Update of patch #4657 (project freeciv):
Depends on: = patch #4461
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http://gna.org/patch/?4657
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Follow-up Comment #2, bug #21892 (project freeciv):
Sorry for late reaply (and actually matter of new ticket, if you agree), but
could this entire iteration
unit_class_iterate(punitclass) {
- if (dai_uclass_move_type(punitclass) == UMT_LAND
+ if
URL:
http://gna.org/patch/?4658
Summary: Ai should cache unit information
Project: Freeciv
Submitted by: persia
Submitted on: Sun 20 Apr 2014 01:32:47 AM JST
Category: ai
Priority: 5 - Normal
URL:
http://gna.org/bugs/?21938
Summary: ORDER_FULL_MP waits if unit's move rate is reduced
after orders laid in
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 19 Apr 2014 17:32:58 BST
Category: None
Update of bug #21892 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
Release: 2.3.6, 2.4.3, 2.5.0, 2.6.0 = 2.4.2, 2.5.0, 2.6.0
Planned Release:
Update of patch #4644 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Follow-up Comment #5, patch #4649 (project freeciv):
and must have a move rate at least as fast as the charge
It would be possible for a bodyguard to be slower than the charge, if the
charge slowed down its movement to cope. But if the current bodyguard code
we're talking about won't do this (I
Follow-up Comment #1, bug #21938 (project freeciv):
To my mind, changing this to be = rather than != would be a safe and harmless
change. Note that pathfinding is going to ignore any potentially available
extra moves (as it considers the path for the *unit class*, with some type
attributes, but
Follow-up Comment #6, patch #4649 (project freeciv):
In the current code, the bodyguard checks to see if the charge went somewhere,
and then chases it if it did: if the bodyguard can't keep up, then the
(typically oblivious) charge would just head off into danger unsupervised
(barbarian leaders
Follow-up Comment #7, patch #4649 (project freeciv):
we probably want a new patch to capture a generic
bodyguard/flagship/etc. advisor.
Agreed.
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Reply to this item at:
http://gna.org/patch/?4649
Update of bug #21851 (project freeciv):
Planned Release: = 2.5.0,2.6.0
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Follow-up Comment #8:
I had a quick go at reproducing this problem, but didn't see any obvious
leakage on my system
Update of patch #4405 (project freeciv):
Summary: Move automatic road/base messages (New hope sweeps
like fire...) to Lua script? = Improve automatic city road/base messages
(New hope sweeps like fire...)
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Reply to
Follow-up Comment #3, patch #3718 (project freeciv):
A new order would be nice: it not only covers the !CanFortify units, but it
also encourages UI separation between the act of fortifying and the act of
constructing fortifications (so that one could, for example, define a Combat
Engineer that
URL:
http://gna.org/patch/?4659
Summary: There should be an advisor to support bodyguards,
flagships, and similar
Project: Freeciv
Submitted by: persia
Submitted on: Sun 20 Apr 2014 02:51:07 AM JST
Category: general
Update of bug #21849 (project freeciv):
Category:None = client-gtk-2.0
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http://gna.org/bugs/?21849
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Follow-up Comment #6, bug #21849 (project freeciv):
I've tried S2_4, S2_5, and trunk on my Xubuntu 12.04 system and animations are
working fine for me.
I wonder if it's somehow similar to bug #19921 (which was against Gtk3),
somehow triggered by the KDE environment?
* If you set a very high
Follow-up Comment #1, patch #4658 (project freeciv):
One consideration in implementation is the maintainability in the sense that
we don't want to forgot making changes to the caching when we turn something
from constant through the game to can get bonuses from something / is not
constant
Update of bug #21796 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #4634 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #7, bug #21849 (project freeciv):
Right, my problem with gtk2 looks the same than bug #19921 for gtk3.
If I set a very high animation time, I see a big delay and then instant
movement.
If I do e(X)plore on an Explorer unit, I do not see it move through the
intermediate tiles.
URL:
http://gna.org/patch/?4660
Summary: Remove separate create_surf_alpha() from sdl2-client
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 20 Apr 2014 02:55:41 AM EEST
Category: client-sdl2
Follow-up Comment #9, bug #21851 (project freeciv):
My case is exactly as described by Emmet Hikory (also with Kubuntu 13.10).
When the game advances and I have a lot of cities (100 or so), I have to close
freeciv and relaunch it every turn. If I try to play 2 consecutive turns, my
pc uses to get
URL:
http://gna.org/bugs/?21942
Summary: Crash when opening city window with gtk3
Project: Freeciv
Submitted by: bardo
Submitted on: dom 20 abr 2014 00:53:45 UTC
Category: None
Severity: 3 - Normal
Update of bug #21470 (project freeciv):
Status:None = Ready For Test
Assigned to:None = jtn
Release: = 2.4.2
Operating System:
Follow-up Comment #1, bug #21942 (project freeciv):
This is the gdb output, and it seems something related to the 64 bits OS.
Doesn't it?
(freeciv-gtk3:11667): Gtk-WARNING **: gtk_widget_size_allocate(): attempt to
allocate widget with width -3 and height 424
(freeciv-gtk3:11667): Gdk-CRITICAL
URL:
http://gna.org/patch/?4661
Summary: Package client options to a struct
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 20 Apr 2014 05:33:21 AM EEST
Category: client
Priority: 5 - Normal
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