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
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
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
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
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 *=
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
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()
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
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
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
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
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
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.
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
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
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 =
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
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
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:
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
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
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:
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
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
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,
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
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
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
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
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,
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
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
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
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.
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
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
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
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
___
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
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
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
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
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
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
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
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:
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?)
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
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
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.
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
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
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
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
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
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
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)
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
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.
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
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
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
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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