Please excuse me,
what I contributed on this was more like a gamma than a beta version.
(it picked the barbarians and synthesized new nations (via Cartesian
product)
by adding the leader name.
By the local police kicking me to the ground, and giving me a concussion
on March 13 2013 I have
And, as I had to move to a different computer since,
receiving mails to tihs specific accout does not work as of now.
I still, as laways, get mails from the mailing list.
Peace and health
Imhotep
Not Given wrote:
Please excuse me,
what I contributed on this was more like a gamma than a beta
)Excuse me, still testing my new account settings)
I don't think making any barbarians playable
(Sea/Land/Animal/Autonomous_police)
Players should be players, and disasters should be disasters.
Peace and health
Imhotep
is not a good thing.
Marko Lindqvist wrote:
Follow-up Comment #13, bug
Follow-up Comment #2, patch #3775 (project freeciv):
Of course, with the new terrain features things get much more complicated for
the AI. Think of a ruleset where tanks can not cross swamps (they drown), but
are fast enough to find a path around and so still could keep pace with, say,
a caravan.
Follow-up Comment #4, patch #3775 (project freeciv):
I was developing a ruleset based on Ancients. The AI does a bad job on it so I
went into the code and this patch is just one of many things I came across.
The discussion of it is now already way out of proportion of any harm or
benefit from
Follow-up Comment #6, patch #3775 (project freeciv):
Regrettably, after the police attack of March 13 on me, I still suffer from
the concussion they delivered on me, I have still trouble concentrating and
suffer from very curious forms of memory leaks a way I have never known
before.
Excuse me,
Follow-up Comment #8, patch #3775 (project freeciv):
Thanks a lot.
I am open to discussion quite well (I have some bright moments once a day :)
).
What I wanted to point out is that I can't do any coding/inspection reliably.
Discussion as such is fine, it probably even helps me find a way back.
Follow-up Comment #18, bug #20577 (project freeciv):
- Updated to apply on svn HEAD (r22531)
Thank you for that. I guess it would have been exceedingly more trouble for me
than it was for you.
(I have found other ways tho apply patches than svn patch but, I haven't
tried them yet and I see a
Follow-up Comment #14, bug #20577 (project freeciv):
Excuse me, I had a concussion and still have trouble concentrating, so I
probably make even more mistakes as from natural dumbness alone.
I try to include missing packets_gen but fail, because it is not under
version control, not even when I
Follow-up Comment #16, bug #20577 (project freeciv):
OK, here comes the next try.
It still doesn't contain the capstr thing, and still is against r22446.
Last time I updated to the trunk version it took me short of a day to cope
with all the changes and to get everything working again, so I am
://gna.org/patch/?3776
Whenever in a nation ruleset the option split=TRUE is given, the nation is
split into several war clans each named nation name led by leader
name. It is intended for land and sea barbarians but should work with
ordinary nations, too.
The split option is used in the ruleset file
URL:
http://gna.org/bugs/?20628
Summary: Server crashes when loading saved game on wrong
ruleset
Project: Freeciv
Submitted by: imhotep
Submitted on: Sun 17 Mar 2013 03:54:57 PM GMT
Category: None
Follow-up Comment #1, bug #20628 (project freeciv):
I revoke this bug report.
Looks like the player names are wrong due to the patch mentioned.
Sorry.
___
Reply to this item at:
http://gna.org/bugs/?20628
extensive rework for the version it will finally be
merged to.
(The trouble I had upgrading to r22446 was nearly more than the time it took
to write the code. (I'm working on a separate modpack.))
The change is downward compatible in that a missing parameter just works out
as if 0 was given
Follow-up Comment #12, bug #20577 (project freeciv):
OK, I see we were talking about different things.
But I still have no idea how this patch would affect any client side
capabilities.
All new features, as far as I can see, are handled exclusively on the server
side.
Or has it to do something
Follow-up Comment #3, patch #3776 (project freeciv):
Sorry, I just had a bloody encounter with the local police.
(Bloody on my side, violence one-directional.)
Don't know when I'll be able to contribute.
___
Reply to this item at:
Follow-up Comment #11, bug #17606 (project freeciv):
Just an as is patch for those brave at heart.
With no cleanup done to any style issues.
May not work without patch https://gna.org/patch/?3776
Imhotep
(file #17429)
___
Additional
Follow-up Comment #9, bug #17606 (project freeciv):
It seems that there is a tiny bit of a problem there.
Some rulesets (I didn't check many) have a No_Diplomacy effect with
reqs=
{ type, name, range
Nation, Barbarian, Player
}
As of now I don't see if there is some way to
Follow-up Comment #2, patch #3776 (project freeciv):
comment #1
It may be that this patch is ahead of its time.
I don't see any code preventing more than one barbarian/pirate nation (may be
only because I did not look at the right places).
I agree on the point that there currently is /popper
Follow-up Comment #8, bug #17606 (project freeciv):
What about automatically creating a war clan (technically: a nation) for each
leader (when the nation rule has flag barbarian)?
The nation name could be generated as Barbarians lead by Attila etc.
They would not be distinguishable by flags.
URL:
http://gna.org/patch/?3776
Summary: server/barbarian.c:create_barbarian_player fix
deficencies
Project: Freeciv
Submitted by: imhotep
Submitted on: Mon 11 Mar 2013 07:51:58 PM GMT
Category: None
Follow-up Comment #8, bug #20577 (project freeciv):
And again a new version.
On server start, not only the requested ruleset is loaded but another one
before that. I was not aware of that and don't know if this is a bug, but it
really did cost me a lot of time.
I still have no idea what to do
URL:
http://gna.org/patch/?3775
Summary: Potential bodyguard looking for units to protect
Project: Freeciv
Submitted by: imhotep
Submitted on: Sat 09 Mar 2013 11:56:09 PM GMT
Category: ai
Priority: 5 -
without the second.
(AI still leaves cities alone when they think there would be no danger.)
The deeper problem with the DefendGood thing is that AI relies on the hints
given. They should rather analyze the ruleset to establish a better than
hierarchy once at game start from where they can get
Follow-up Comment #7, bug #20577 (project freeciv):
As new value is transferred to client side, this changes network protocol
- network capstr bump needed
I don't have even an idea on where to look for a clue on this ... is there a
working example that I can study?
Meanwhile, I did a lot of
Follow-up Comment #4, bug #20577 (project freeciv):
ouch, yes, right one comes here
(file #17399)
___
Additional Item Attachment:
File name: gamelossStyle22446_v2.patchSize:9 KB
URL:
http://gna.org/bugs/?20591
Summary: AI does not take effects into account that are based
on techs only
Project: Freeciv
Submitted by: imhotep
Submitted on: Tue 05 Mar 2013 04:30:12 PM GMT
Category: ai
Follow-up Comment #2, bug #20577 (project freeciv):
here is a new version of the patch
I did a lot of debugging on other issues and I hope I did not mix in other
changes, or leave out something.
There is still a known bug: neither the new GameLoss unit nor the new Palace
are visible immediately
URL:
http://gna.org/patch/?3770
Summary: better defense when GameLoss is a military unit
Project: Freeciv
Submitted by: imhotep
Submitted on: Mon 04 Mar 2013 10:38:17 AM GMT
Category: ai
Priority: 5 -
Follow-up Comment #1, bug #20569 (project freeciv):
with r22446 I get the message:
1: Trying to put 98979 into 16 bits
98979 is the build_cost for the Leader
___
Reply to this item at:
http://gna.org/bugs/?20569
:
___
Details:
When I tried to make a new modpack based on Ancients, I stumbled on an option
gameloss_style.
According to the comment, cities conquered from players still alive were given
back to the previous owner. (So far, I found this already coded).
Depending
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