[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Jacob Nevins
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

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread anonymous
Follow-up Comment #2, bug #21932 (project freeciv): Am trying to upload the test game a second time. (file #20521) ___ Additional Item Attachment: File name: nuke-self-destructs.sav.bz2Size:20 KB

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread anonymous
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

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Marko Lindqvist
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

[Freeciv-Dev] [bug #21934] nuke destructs own city during unitwaittime

2014-04-19 Thread anonymous
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

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread anonymous
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

[Freeciv-Dev] [patch #4656] Generic extras version of adjacent unit activity check

2014-04-19 Thread Marko Lindqvist
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?

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Jacob Nevins
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

[Freeciv-Dev] [patch #4656] Generic extras version of adjacent unit activity check

2014-04-19 Thread Emmet Hikory
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. ___ Reply to this item at: http://gna.org/patch/?4656

[Freeciv-Dev] [bug #21935] Techloss in team games behaves strangely

2014-04-19 Thread anonymous
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

[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Marko Lindqvist
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

[Freeciv-Dev] [bug #21913] find_beachhead() doesn't work properly

2014-04-19 Thread Jacob Nevins
Update of bug #21913 (project freeciv): Summary: find_beachhead() doesn't work proprely = find_beachhead() doesn't work properly ___ Follow-up Comment #2: but I'm not certain this matches the current state of freeze

[Freeciv-Dev] [patch #4657] Make darkness sprites in supplied tilesets compatible with darkness_layer0?

2014-04-19 Thread Jacob Nevins
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

[Freeciv-Dev] [patch #4461] More flexibility in tileset darkness specification

2014-04-19 Thread Jacob Nevins
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. ___ Reply to

[Freeciv-Dev] [patch #4657] Make darkness sprites in supplied tilesets compatible with darkness_layer0?

2014-04-19 Thread Jacob Nevins
Update of patch #4657 (project freeciv): Depends on: = patch #4461 ___ Reply to this item at: http://gna.org/patch/?4657 ___ Message sent

[Freeciv-Dev] [bug #21892] AI fails to consider Carriers threatening to cities

2014-04-19 Thread Marko Lindqvist
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

[Freeciv-Dev] [patch #4658] Ai should cache unit information

2014-04-19 Thread Emmet Hikory
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

[Freeciv-Dev] [bug #21938] ORDER_FULL_MP waits if unit's move rate is reduced after orders laid in

2014-04-19 Thread Jacob Nevins
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

[Freeciv-Dev] [bug #21892] AI fails to consider Carriers threatening to cities

2014-04-19 Thread Emmet Hikory
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:

[Freeciv-Dev] [patch #4644] Consider amphibious defenders

2014-04-19 Thread Emmet Hikory
Update of patch #4644 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4649] Use unit class match for bodyguard filter

2014-04-19 Thread Jacob Nevins
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

[Freeciv-Dev] [bug #21938] ORDER_FULL_MP waits if unit's move rate is reduced after orders laid in

2014-04-19 Thread Emmet Hikory
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

[Freeciv-Dev] [patch #4649] Use unit class match for bodyguard filter

2014-04-19 Thread Emmet Hikory
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

[Freeciv-Dev] [patch #4649] Use unit class match for bodyguard filter

2014-04-19 Thread Jacob Nevins
Follow-up Comment #7, patch #4649 (project freeciv): we probably want a new patch to capture a generic bodyguard/flagship/etc. advisor. Agreed. ___ Reply to this item at: http://gna.org/patch/?4649

[Freeciv-Dev] [bug #21851] Possible memory leak in S2_5

2014-04-19 Thread Jacob Nevins
Update of bug #21851 (project freeciv): Planned Release: = 2.5.0,2.6.0 ___ Follow-up Comment #8: I had a quick go at reproducing this problem, but didn't see any obvious leakage on my system

[Freeciv-Dev] [patch #4405] Improve automatic city road/base messages (New hope sweeps like fire...)

2014-04-19 Thread Jacob Nevins
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...) ___ Reply to

[Freeciv-Dev] [patch #3718] Use activity icon to hint that fortifying in cities does nothing

2014-04-19 Thread Emmet Hikory
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

[Freeciv-Dev] [patch #4659] There should be an advisor to support bodyguards, flagships, and similar

2014-04-19 Thread Emmet Hikory
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

[Freeciv-Dev] [bug #21849] Unit animations not working

2014-04-19 Thread Jacob Nevins
Update of bug #21849 (project freeciv): Category:None = client-gtk-2.0 ___ Reply to this item at: http://gna.org/bugs/?21849 ___ Message sent

[Freeciv-Dev] [bug #21849] Unit animations not working

2014-04-19 Thread Jacob Nevins
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

[Freeciv-Dev] [patch #4658] Ai should cache unit information

2014-04-19 Thread Marko Lindqvist
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

[Freeciv-Dev] [bug #21796] AI coinage want vs marketplace want

2014-04-19 Thread Marko Lindqvist
Update of bug #21796 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #4634] get_smaller_surface_rect()

2014-04-19 Thread Marko Lindqvist
Update of patch #4634 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [bug #21849] Unit animations not working

2014-04-19 Thread David Fernandez
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.

[Freeciv-Dev] [patch #4660] Remove separate create_surf_alpha() from sdl2-client

2014-04-19 Thread Marko Lindqvist
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

[Freeciv-Dev] [bug #21851] Possible memory leak in S2_5

2014-04-19 Thread David Fernandez
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

[Freeciv-Dev] [bug #21942] Crash when opening city window with gtk3

2014-04-19 Thread David Fernandez
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

[Freeciv-Dev] [bug #21470] Fix non-nested requirement ranges

2014-04-19 Thread Jacob Nevins
Update of bug #21470 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn Release: = 2.4.2 Operating System:

[Freeciv-Dev] [bug #21942] Crash when opening city window with gtk3

2014-04-19 Thread David Fernandez
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

[Freeciv-Dev] [patch #4661] Package client options to a struct

2014-04-19 Thread Marko Lindqvist
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