[Freeciv-Dev] [bug #20062] Possible bug in ai_manage_taxes (aihand.c)

2012-08-13 Thread David Fernandez
URL: http://gna.org/bugs/?20062 Summary: Possible bug in ai_manage_taxes (aihand.c) Project: Freeciv Submitted by: bardo Submitted on: lun 13 ago 2012 16:07:26 GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #20062] Possible bug in ai_manage_taxes (aihand.c)

2012-08-13 Thread David Fernandez
Follow-up Comment #1, bug #20062 (project freeciv): Oh, my fault, this was not the bug. I still think there is a bug somewhere in this function and I'll keep searching, but you could remove this ticket for now. Sorry. ___ Reply to this

[Freeciv-Dev] [bug #20062] Possible bug in ai_manage_taxes (aihand.c)

2012-08-13 Thread David Fernandez
Follow-up Comment #2, bug #20062 (project freeciv): Let me another guess... this time I'm almost sure it is a bug, now I think I fully understand the related code. In function ai_manage_taxes, the variable rate_sci_balance keeps a non valid value = -1 if game.info.tech_upkeep_style == 0 (default

[Freeciv-Dev] [bug #20062] Possible bug in ai_manage_taxes (aihand.c)

2012-08-13 Thread David Fernandez
Follow-up Comment #3, bug #20062 (project freeciv): I catched a savegame, played with civ2civ3 rules over v2.4 beta1, where English nation loses buildings/units due to low funds, and the AI keeps taxes to 60% science and 40% gold. aihand.c code seems designed so AI sets the taxes to 90% gold in

[Freeciv-Dev] [bug #19589] New tech upkeep style

2012-08-13 Thread David Fernandez
Follow-up Comment #1, bug #19589 (project freeciv): I'm trying to implement this idea, it simply needs one extra line at the end of tech_upkeep_calc() to multiply by number of cities owned by the player. Could some coder please tell where can I get this value? tech_bulb_sum *=

[Freeciv-Dev] [bug #20063] wrong tech upkeep when tech_cost_style = 2 or 4

2012-08-13 Thread David Fernandez
URL: http://gna.org/bugs/?20063 Summary: wrong tech upkeep when tech_cost_style = 2 or 4 Project: Freeciv Submitted by: bardo Submitted on: mar 14 ago 2012 01:46:04 GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread David Fernandez
Follow-up Comment #3, bug #20045 (project freeciv): I'm still curious to know the reason of this error, even if it only happens to me. Else I'm not going to be able to test any freeciv version until there is a window installer. I have successfully installed the new v2.4 beta1 over ubuntu 9.04

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread David Fernandez
Follow-up Comment #9, bug #20045 (project freeciv): Right, it is client side error... Sorry I didn't realize it. - Minplayers setting set to 0 (I'm still curios of how you started the all-ai game when minplayers setting was not 0 - had you first human player that was then turned to ai?) Yes, I

[Freeciv-Dev] [bug #20057] Error when trying to compile with --enable-debug

2012-08-12 Thread David Fernandez
URL: http://gna.org/bugs/?20057 Summary: Error when trying to compile with --enable-debug Project: Freeciv Submitted by: bardo Submitted on: dom 12 ago 2012 17:30:08 GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread David Fernandez
Follow-up Comment #11, bug #20045 (project freeciv): Can you test if this asserts for you? When I launch your .serv (that includes set timeout -1), it seems to work even without debug enabled, and I do get the assertion error in the client. You could start server with -d 3 and read output after

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-10 Thread David Fernandez
Follow-up Comment #2, bug #20045 (project freeciv): Are these the settings you used? Yes, with those settings my games always end crashing around turn 100 to 150. Actually, the savegame I uploaded always crashes to me when I end the turn. It is an autosave from a game that I was playing under AI

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-09 Thread David Fernandez
URL: http://gna.org/bugs/?20045 Summary: assertion failed with civ2civ3 over S2_4 Project: Freeciv Submitted by: bardo Submitted on: vie 10 ago 2012 02:03:47 GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #20029] Cimpletoon missing civ2civ3 units

2012-08-05 Thread David Fernandez
Follow-up Comment #1, bug #20029 (project freeciv): I have seen a custom icon for migrants in other rulesets (named u.refugee as you say), for example the ones used in Longturn, and that is the main reason I included them in civ2civ3. About Geoengineers, I don't think it is worth to create a new

[Freeciv-Dev] [bug #20030] Amplio2 missing Geoengineer gfx

2012-08-05 Thread David Fernandez
Follow-up Comment #1, bug #20030 (project freeciv): Related to bug #20029 The only other missing gfx in civ2civ3, that I know, are the 3 new wonders: Temple of Artemis, Statue of Zeus and Mausoleum of Mausolos. All them currently using The Oracle icon.

[Freeciv-Dev] [bug #19946] Déjà vu unit movement animation in client

2012-07-27 Thread David Fernandez
Follow-up Comment #1, bug #19946 (project freeciv): I have also seen it for long time, I hope someone can fix it. ___ Reply to this item at: http://gna.org/bugs/?19946 ___ Mensaje enviado

[Freeciv-Dev] [bug #19925] 'ai-settler-tdc_hash != ((void *)0)' failed.

2012-07-13 Thread David Fernandez
Follow-up Comment #4, bug #19925 (project freeciv): ah, ok, then it seems something related to my installation. When I try to build with --enable-debug, I get this error: ... luascript_signal.c: In function ‘luascript_signal_create_valist’: luascript_signal.c:232: warning: passing argument 2 of

[Freeciv-Dev] [bug #19925] 'ai-settler-tdc_hash != ((void *)0)' failed.

2012-07-12 Thread David Fernandez
Follow-up Comment #2, bug #19925 (project freeciv): Ok, this is really weird, but I'm pretty sure I tested it properly... (with trunk r21520) When I copy the files from Civ2Civ3 folder into Classic folder (replacing them), then I can play civ2civ3 rules without the assertion error, no matter if

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-12 Thread David Fernandez
Follow-up Comment #13, bug #19899 (project freeciv): I confirm this patch fixes the wrong AI behavior that I reported. Thank you very much. ___ Reply to this item at: http://gna.org/bugs/?19899

[Freeciv-Dev] [bug #19933] civ2civ3 ruleset missing irrigation

2012-07-12 Thread David Fernandez
URL: http://gna.org/bugs/?19933 Summary: civ2civ3 ruleset missing irrigation Project: Freeciv Submitted by: bardo Submitted on: vie 13 jul 2012 03:44:43 GMT Category: rulesets Severity: 3 - Normal

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-10 Thread David Fernandez
Follow-up Comment #7, bug #19899 (project freeciv): You are right, the error appears with and without your patch, when I end the first turn, playing civ2civ3 rules, everytime. The error does not appear when I play default (classic) rules. I upload the requested savegames with v2.3 where AI

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-10 Thread David Fernandez
Follow-up Comment #8, bug #19899 (project freeciv): I used to run the compiled trunk in ubuntu with command: ./civ # Run client Now it does not work, so I use ./fcser in one terminal, then ./fcgui in another terminal, and then I press connect to Netwok Game. I have been unable to install (with

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-10 Thread David Fernandez
Follow-up Comment #9, bug #19899 (project freeciv): The log.txt again... this time inside .zip (file #16062) ___ Additional Item Attachment: File name: civ2civ3-settler-log.txt.zip Size:85 KB

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-09 Thread David Fernandez
Follow-up Comment #5, bug #19899 (project freeciv): Still faster than me... good job! I'm trying to test this fix. I have compiled the TRUNK rev-21480, run a server (./fcser -r data/civ2civ3.serv ) and run a client (./fcgui). When I press end turn I get this error: in tdc_plr_set()

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-08 Thread David Fernandez
Follow-up Comment #1, bug #19899 (project freeciv): I think the problem is deeper than that. I have played peaceful games in v2.3, where AI never enter war (tested by increasing AI love), and soon they stop building settlers to start building workers and other city improvements. I thought the

[Freeciv-Dev] [patch #3366] Include civ2civ3 ruleset

2012-07-04 Thread David Fernandez
Follow-up Comment #2, patch #3366 (project freeciv): Thank you cazfi. I was also unsure about the name. I'd like it to include somehow the name civ3 because people who played civ3 are going to find the gameplay with this ruleset very similar. The ruleset seems also similar to c-evo, a civ clone

[Freeciv-Dev] [patch #3313] Nets to experimental ruleset

2012-06-30 Thread David Fernandez
Follow-up Comment #5, patch #3313 (project freeciv): An alternative could be to require these net bases only in ocean tiles with special resources (fish and wales), so it does not afect the AI so much. In my ruleset I also made bouys needed in deep ocean tiles to get the extra shield from

[Freeciv-Dev] [patch #3313] Nets to experimental ruleset

2012-06-24 Thread David Fernandez
Follow-up Comment #3, patch #3313 (project freeciv): New base type Nets, buildable on Oceanic tiles after Seafaring discovered, required in tile before Harbor gives food bonus I like the idea. I find the bonus from harbours and offshore plataforms very powerful, imo it is better if you have to

[Freeciv-Dev] [bug #19670] AI considers embassy negative thing

2012-05-01 Thread David Fernandez
Follow-up Comment #2, bug #19670 (project freeciv): If you play with the ruleset option tech_leakage = 1 (Techs are cheaper if already discovered by other nations you have embassy with), then embassies become very important. Currently, every treaty where AI accepts an alliance, it is also

[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?

2012-03-31 Thread David Fernandez
Follow-up Comment #7, bug #19540 (project freeciv): There was a bug in previous freeciv version that caused different AI behavior with each different gold_upkeep_style: bug #16413 http://gna.org/bugs/?16413. Since it was fixed I can't differentiate which style is being used based on AI behavior.

[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?

2012-03-31 Thread David Fernandez
Follow-up Comment #8, bug #19540 (project freeciv): Oh, I forgot to say I saved the game with official freeciv v2.3.1, and all turns until the savegame where played in AI mode. ___ Reply to this item at: http://gna.org/bugs/?19540

[Freeciv-Dev] [bug #19589] New tech upkeep style

2012-03-28 Thread David Fernandez
URL: http://gna.org/bugs/?19589 Summary: New tech upkeep style Project: Freeciv Submitted by: bardo Submitted on: mié 28 mar 2012 06:18:07 GMT Category: rulesets Severity: 1 - Wish

[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?

2012-03-11 Thread David Fernandez
Follow-up Comment #3, bug #19540 (project freeciv): In my tests, I notice an improvement in the economic management of the AI when I replace Shield2gold by uk_gold, but it is hard to know for sure without watching the code. I agree the UI is a disadvantage because all units appear with upkeep =

[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?

2012-03-11 Thread David Fernandez
Follow-up Comment #4, bug #19540 (project freeciv): The example was not showed in previous post... [effect_upkeep_free_units_monarchy] name= Unit_Upkeep_Free_Per_City value = 3 reqs= { type, name, range Gov, Monarchy, Player UnitFlag, NonMil, Local } Note when I

[Freeciv-Dev] [bug #19540] AI failing to cope with Shield2Gold?

2012-03-11 Thread David Fernandez
Follow-up Comment #5, bug #19540 (project freeciv): I think previous example could be hard to implement... Maybe it is easier something like this: [effect_upkeep_unit] name= Upkeep_Factor value = 2 reqs= { type, name, range Gov, Monarchy, Player UnitFlag, NonMil, Local

[Freeciv-Dev] [patch #3178] Max_Trade_Routes effect

2012-03-09 Thread David Fernandez
Follow-up Comment #1, patch #3178 (project freeciv): Thank you, I'll surely use this rule effect. While you are at it, I'd also suggest to add a rule effect to multiply/divide the trade bonus obtained from trade routes. I found a workaround to half it by using this code:

[Freeciv-Dev] [bug #17726] Experimental ruleset: Musketeers have Shield2Gold flag, but Riflemen do not

2012-03-07 Thread David Fernandez
Follow-up Comment #11, bug #17726 (project freeciv): This is the best topic I found to talk about Shield2Gold issues. I have been testing the AI with gold upkeep for some time (I find it very important to enjoy this game), and I always thought that the AI does not notice when his economy is

[Freeciv-Dev] [bug #19494] Negative treasury after player_balance_treasury_units_and_buildings()

2012-02-27 Thread David Fernandez
Follow-up Comment #6, bug #19494 (project freeciv): I have found same error while testing civ2-3 modpack over freeciv v2.3.1 (I'm tirolalira). I upload a reproducible savegame together with the ruleset (it is exactly the same version shared in the forums). To reproduce the error, just press end

[Freeciv-Dev] [patch #1936] limit the number of units with gold upkeep a city can support

2011-12-20 Thread David Fernandez
Follow-up Comment #19, patch #1936 (project freeciv): I'm really looking forward to this patch. Imo, it will surely balance the behavior of gold upkeep. How could I test it? Is it going to be included in v2.4.0? ___ Reply to this item at:

[Freeciv-Dev] [bug #17270] [tax] fix tech upkeep

2011-12-18 Thread David Fernandez
Follow-up Comment #10, bug #17270 (project freeciv): I'm not sure if tech upkeep is working as expected in v2.3.1 When I read the code I understand this: 1- it sums the total bulb cost for all your known techs. 2- it divides the total bulbs by tech_upkeep_divider ( =2000 in experimental

[Freeciv-Dev] [bug #18394] self root_req'd techs are removed, even if a nation's init_tech lists it

2011-09-24 Thread David Fernandez
Follow-up Comment #3, bug #18394 (project freeciv): When I create a new tech with root_req being itself, this tech is showed in the tech tree, in orange colour, but I still do not know how to give such techs to a nation. Latest time I tested with v2.3, the line init_techs= (inside the

[Freeciv-Dev] [patch #2949] Updated earth-160x90-v2 with more start positions, etc

2011-08-31 Thread David Fernandez
Follow-up Comment #3, patch #2949 (project freeciv): Thank you for adding it. I have revised the map and I have tweaked again the deep ocean gap between greenland and iceland so triremes can navigate all around greenland, while they still can not cross the atlantic ocean. It is a minor tweak,

[Freeciv-Dev] [bug #18394] self root_req'd techs are removed, even if a nation's init_tech lists it

2011-07-22 Thread David Fernandez
Follow-up Comment #1, bug #18394 (project freeciv): I agree it did not work with v2.3.0-beta4 I did try to use LUA scripts to give such techs (root req itself) to a nation, but the tech does not appear in the tech tree, and it can not be used to enable other units or techs. However, I just

[Freeciv-Dev] [bug #18358] LUA script to change/merge nations

2011-07-16 Thread David Fernandez
URL: http://gna.org/bugs/?18358 Summary: LUA script to change/merge nations Project: Freeciv Submitted by: tirolalira Submitted on: sáb 16 jul 2011 09:38:14 GMT Category: rulesets Severity: 1 - Wish

[Freeciv-Dev] [patch #1936] limit the number of units with gold upkeep a city can support

2011-06-30 Thread David Fernandez
Follow-up Comment #18, patch #1936 (project freeciv): I tried to apply the patch over rev19760 and there was 1 single fail: +vervatim+ patching file common/game.h Hunk #1 FAILED at 88. -vervatim- Thanks doctorjlowe. About AI, I do not mean changes to general motivation of the AI, but basic

[Freeciv-Dev] [patch #2627] Script-triggered civil war

2011-06-25 Thread David Fernandez
Follow-up Comment #7, patch #2627 (project freeciv): Thank you for this patch. I think it is not only a debug tool, but probably the best feature to create scenarios more similar to real history, where it is hard to maintain a large empire. And a geat challenge for those single-player games

[Freeciv-Dev] [bug #18221] Not enough buildings/units sold to restore positive balance

2011-06-16 Thread David Fernandez
Follow-up Comment #8, bug #18221 (project freeciv): I think the old code that sells both buildings and units at same time was on purpose, to avoid a situation where a player goes to bankrupt due to huge army supported by gold. Example: AI has 100 units supported by 1 gold each, and 10 banks,

[Freeciv-Dev] [bug #18231] AI do not take into account pop cost of settlers to buy them

2011-06-15 Thread David Fernandez
URL: http://gna.org/bugs/?18231 Summary: AI do not take into account pop cost of settlers to buy them Project: Freeciv Submitted by: tirolalira Submitted on: mié 15 jun 2011 15:01:03 GMT Category: ai

[Freeciv-Dev] [bug #18232] Cheating AI level should not overide max tax rates by default

2011-06-15 Thread David Fernandez
URL: http://gna.org/bugs/?18232 Summary: Cheating AI level should not overide max tax rates by default Project: Freeciv Submitted by: tirolalira Submitted on: mié 15 jun 2011 16:59:13 GMT Category: ai

[Freeciv-Dev] [bug #18231] AI do not take into account pop cost of settlers to buy them

2011-06-15 Thread David Fernandez
Follow-up Comment #2, bug #18231 (project freeciv): I have tested this change over current trunk rev19760 and it seems to work. But there is a remaining minor issue, that I already noticed before this patch: If the settler (pop_cost=1) is finished just the same turn that the city grows to pop

[Freeciv-Dev] [bug #16533] Help For City Production

2011-06-15 Thread David Fernandez
Follow-up Comment #3, bug #16533 (project freeciv): I agree, for some reason I keep right clicking the buildings in the dropdown menu of the city production pannel to get the help. I guess it is something intuitive related to the way the help works in other windows and pannels.

[Freeciv-Dev] [bug #16913] Bug: AI Skill Level differs from Scenario loaded AI on Player List

2011-06-15 Thread David Fernandez
Follow-up Comment #4, bug #16913 (project freeciv): Patch has changed the behaviour a bit on trunk: now the AI Skill Level dropdown starts out with no default (which is a bit more honest). I confirm this behavior in revision 19760. However, if you start a game and then you leave it, the AI

[Freeciv-Dev] [patch #1936] limit the number of units with gold upkeep a city can support

2011-06-14 Thread David Fernandez
Follow-up Comment #16, patch #1936 (project freeciv): I'd like to test this patch. May I install it over current trunk repository (together with update hit point calculation for killunhomed)? Would AI handle it? or I should wait to v2.4.0

[Freeciv-Dev] [bug #18221] Crash while playing custom Ruleset

2011-06-14 Thread David Fernandez
URL: http://gna.org/bugs/?18221 Summary: Crash while playing custom Ruleset Project: Freeciv Submitted by: tirolalira Submitted on: mar 14 jun 2011 21:51:25 GMT Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #18221] Not enough buildings/units sold to restore positive balance

2011-06-14 Thread David Fernandez
Follow-up Comment #6, bug #18221 (project freeciv): Ok, thanks, no hurry. For now, gold upkeep style = 1 seems to avoid the crashes. ___ Reply to this item at: http://gna.org/bugs/?18221 ___

[Freeciv-Dev] [bug #16383] Should RiverNative units be able to move diagonally / cross-continent, as currently?

2010-09-24 Thread David Fernandez
Follow-up Comment #4, bug #16383 (project freeciv): Yes, that patch is exactly what I was looking for, thanks. It is a pity it was never added to official release. ___ Reply to this item at: http://gna.org/bugs/?16383

[Freeciv-Dev] [bug #16383] Should RiverNative units be able to move diagonally / cross-continent, as currently?

2010-09-23 Thread David Fernandez
Follow-up Comment #2, bug #16383 (project freeciv): I'm testing rivernative for triremes in my personal ruleset and I think you pointed important issues with those questions. Q1: I like the possibility to avoid diagonal moves for rivernative units. I agree linking it to river_move_mode would be

[Freeciv-Dev] [bug #16677] take into account the gold upkeep for units paid by the cities

2010-09-16 Thread David Fernandez
Follow-up Comment #5, bug #16677 (project freeciv): I tested the patch a bit before it was included in the trunk. I observed the AI playing the same game with each different gold_upkeep_style, and same seed. And it seems now AI behaviour does not depend on gold_upkeep_style, at least I didn't

[Freeciv-Dev] [bug #16684] Possible Bug using Island generator

2010-09-16 Thread David Fernandez
Follow-up Comment #3, bug #16684 (project freeciv): I reported a similar bug here bug #16651 https://gna.org/bugs/?16651. I guess it is related to this one. ___ Reply to this item at: http://gna.org/bugs/?16684

[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-10 Thread David Fernandez
Follow-up Comment #12, patch #1936 (project freeciv): I'm glad you implemented the population limit, I'll test it. Although I still think the Trade limit was a good alternative. With gold_upkeep_style = 0 a city can be the home for more units than his gold production, as long as your global

[Freeciv-Dev] [bug #16677] take into account the gold upkeep for units paid by the cityies

2010-09-10 Thread David Fernandez
Follow-up Comment #2, bug #16677 (project freeciv): Testing it. Just let me explain my perception of AI behavior BEFORE this patch (playing with gold upkeep for every unit): - gold_upkeep_style = 2: the AI seems to build improvements and units with no restrictions, and they reach negative

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-10 Thread David Fernandez
Follow-up Comment #18, bug #16413 (project freeciv): Ooops, while I was testing the other patch I have noticed a bug in this one. With gold_upkeep_style = 2, it is possible to reach negative treasure! In my test, there were no buildings to sell, and only one unit was disbanded. Note I have seen

[Freeciv-Dev] [patch #1897] Imaginary nation group

2010-09-10 Thread David Fernandez
Follow-up Comment #2, patch #1897 (project freeciv): Now that there are so many nations, it would be very useful some kind of Custom group where you can pick manually the nations you want to see in your games. ___ Reply to this item at:

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-10 Thread David Fernandez
Follow-up Comment #19, bug #16413 (project freeciv): Oh, true, the savegame is useless without my changes to experimental ruleset... you may trust me treasure can become negative with this patch. (there is no way to edit my posts nor my attaches, doesn't it?)

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-09 Thread David Fernandez
Follow-up Comment #15, bug #16413 (project freeciv): I confirm the new patch is working properly. Unfortunately, it does not solve AI bankrupts. It seems AI simply does not know to balance his economy with gold_upkeep_style != 0. Based on the behavior I see in my tests, I'd say AI set the

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-07 Thread David Fernandez
Follow-up Comment #14, bug #16413 (project freeciv): Sure, I'll test it. I did not try to hurry you, if you can't work on it until next month, it's ok, I know you are working on many other things. I was just using this patch to learn how to help developers, to avoid wasting your time in future

[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-07 Thread David Fernandez
Follow-up Comment #6, patch #1936 (project freeciv): I admit I like the suggestion to use trade more than mine to use population. I didn't liked at first because peaceful governments (democracy/republic) increase a lot the trade, but those govs also increase the population due to rapture growth.

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-06 Thread David Fernandez
Follow-up Comment #7, bug #16413 (project freeciv): If you look into the directory where the patch was rejected, i'll find the file with the correct modifications and a .rejected and .orig files. The .orig is the original file before the patch process took over it, and the .rejected containts

[Freeciv-Dev] [bug #16651] pseudo-fractal map generator can't be used with different startpos options (other than default=0)

2010-09-06 Thread David Fernandez
URL: http://gna.org/bugs/?16651 Summary: pseudo-fractal map generator can't be used with different startpos options (other than default=0) Project: Freeciv Submitted by: tirolalira Submitted on: lunes 06/09/10 at 22:29

[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread David Fernandez
Follow-up Comment #2, patch #1936 (project freeciv): Your suggested free_units_per_city sounds perfect. I agree it should affect only to military units, and I agree units that can't be supported should be disbanded. If the option slowly kill unhomecitied units is enabled, units could be made

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-06 Thread David Fernandez
Follow-up Comment #10, bug #16413 (project freeciv): You are right about error message, I forgot I had a modded default ruleset in my /home/.freeciv folder... I did not planned to report a bug unless tested with default rulesets. I'm afraid my previous results about your patch are not valid for

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-05 Thread David Fernandez
Follow-up Comment #4, bug #16413 (project freeciv): I'm not experienced user of svn patches and I found troubles to test this patch, maybe you can help me. When I try to patch the head version of the current trunk I receive this error FAILED at 1746: patch -p1

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-05 Thread David Fernandez
Follow-up Comment #5, bug #16413 (project freeciv): Sorry me the double post, we post previous comment at same time. I'm trying to apply the patch right now, but it is the first time I compile the svn trunk version, and I advance slowly. Did you test the upkeep problem? I'm also playing

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-05 Thread David Fernandez
Follow-up Comment #6, bug #16413 (project freeciv): Now I think I understood your post... Yes, I have verified the upkeep problem. It is true that with shield upkeep you can not create or rehome units if the city production is already 0. Still, you can construct Bach's wonder (force content 2)

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-08-31 Thread David Fernandez
Follow-up Comment #2, bug #16413 (project freeciv): Great!, thank you for this patch. I'll try to compile the trunk just to test this patch. About the other wish/suggestion: ...a city that supports as much units as his population value, can not build new units, and you can not select it as the

[Freeciv-Dev] [bug #16506] Non-military units belonging to a class without the ZOC class flag have a ZOC

2010-08-21 Thread David Fernandez
Follow-up Comment #8, bug #16506 (project freeciv): I also expected that a unit class without ZOC flag would not impose zone of control, that is why I confirmed the bug. It seems it is not a bug, we just missunderstood the purpose of the flag.

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

2010-08-12 Thread David Fernandez
Follow-up Comment #3, bug #16308 (project freeciv): A question related to this bug: I'm working on a Ruleset where I want the Great Wall to give an additional defense bonus instead of replacing the Walls. With current Ruleset capabilies: Would it be possible to give this defense bonus to every

[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-08-12 Thread David Fernandez
URL: http://gna.org/bugs/?16413 Summary: Gold upkeep and Military unhappiness Project: Freeciv Submitted by: tirolalira Submitted on: jueves 12/08/10 at 22:48 Category: rulesets Severity: 1 - Wish

[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)

2010-08-04 Thread David Fernandez
Follow-up Comment #5, patch #1803 (project freeciv): I suggested to syntron the possibility to add this import feature into freeciv map editor, but he said it is complicated because the map is generated in the server and the editor moddifies it in the client (if I understood). He suggested to

[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)

2010-08-02 Thread David Fernandez
Follow-up Comment #2, patch #1803 (project freeciv): True. I didn't know how to add gzip capabilities to my program, I'll try to add it for future versions if people interested. At least, I have verified that non-compressed scenarios do work in Freeciv, so compression is only an improvement.

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