[Freeciv-Dev] (PR#18384) 2.1.0b1 - Click/drag for units doesn't work (goto)

2006-10-20 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=18384 > This does not work for me either on beta 2 with the win32 client on winxp. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

[Freeciv-Dev] (PR#22082) AI takes over savegame

2007-01-12 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=22082 > > [evyscr - Mon Oct 16 07:26:27 2006]: > > On Thu, 12 Oct 2006 Joel Karel wrote: > > > The AI has taken over my savegame in freeciv 2.1.0-beta2 (GTK+ client); > > dutch version. I was playing the Chineese, and somehow this nation is > > now

[Freeciv-Dev] (PR#37321) Veteran status

2007-03-03 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=37321 > > [chrisk - Fri Mar 02 11:06:11 2007]: > > Alexander Sayenko wrote on Mar 01, 22:03 (-0800): > > > There is a bug report based on several discussions in the Freeciv forum. > > The main inconsistency is that: > > > > * while upgrading a uni

[Freeciv-Dev] (PR#37321) Veteran status

2007-03-03 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=37321 > > [EMAIL PROTECTED] - Sat Mar 03 11:16:57 2007]: > > I agree with Christian. If status is dropped it will be always better > to disband unit > and build a new one in a city with barracks. > > Thanks, Daniil. If you have an elite catapult i

[Freeciv-Dev] (PR#37321) Veteran status

2007-03-04 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=37321 > > [EMAIL PROTECTED] - Sat Mar 03 22:22:13 2007]: > well i see that some of you say that the status should be dropped at one stage, but i will disagree here. assume you have a elite carvel crew, you assign them to a new galeon. they are v

[Freeciv-Dev] (PR#37321) Veteran status

2007-03-05 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=37321 > > [guest - Sun Mar 04 19:29:33 2007]: > > > [EMAIL PROTECTED] - Sat Mar 03 22:22:13 2007]: > > > > well i see that some of you say that the status should be dropped at > one stage, but i will disagree here

[Freeciv-Dev] (PR#10844) Related problems

2007-04-13 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=10844 > > [chrisk - Tue Nov 02 15:38:25 2004]: > > On Tue, Nov 02, 2004 at 07:19:47AM -0800, Christian Knoke wrote: > > > > In fullscreen mode, when i have the chat window box detached, and go > back to > > windowed mode, the window is badly oversiz

[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-04-20 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39331 > > > Are you dure you are playing on hard? I can never get the AI to exchange > tech, even if I offer all my techs in exchange. The bug for me is that > you can't get any reason for why the computer isn't accetping your deal. > Yes, the ch

[Freeciv-Dev] (PR#39349) Another bugwad (bribing, irrigation, goto, ships, tech, courthouse, peace)

2007-04-24 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39349 > > [per - Sat Apr 21 13:05:50 2007]: > > Please post each bug in a separate ticket. It is difficult to handle > multi-bug reports. > Will do. > Why are you playing the beta version? Actually, these bugs are from 2.1.0.beta3. Sorry, my bad

[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-04-24 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39331 > These bugs are actually for 2.1.0-beta3, not 2.0.9-beta3. Sorry about any confusion. In response to whoever made the comment about desalination plants: I like the idea of more techs, more buildings, etc., especially in the modern era and

[Freeciv-Dev] (PR#39358) vote in pregame

2007-04-25 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39358 > > [EMAIL PROTECTED] - Wed Apr 25 07:18:33 2007]: > > When there is a vote while the pregame, and a player leaves or is > lost, the > players are renumbered. But votes are based on player_no, so the vote > are > messed up. > > For exemple: >

[Freeciv-Dev] (PR#39358) vote in pregame

2007-04-25 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39358 > > I wanted to clarify this cause I think I can fix it just need some more > information. You are referring to a pregame vote only correct? If this > is occuring during the game itself I will need some more information as > the server doesn

[Freeciv-Dev] (PR#39126) Nuke bug

2007-05-08 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39126 > Apply the patch in reverse mode (i did a mistake with source and destination with diff): patch -Rp1 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

[Freeciv-Dev] (PR#23744) bug in control.c (nuke)

2007-05-21 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=23744 > Bug fixed, see http://rt.freeciv.org/Ticket/Display.html?id=39126 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-06-05 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39331 > > [EMAIL PROTECTED] - Mon Apr 09 21:46:34 2007]: > > Here are some bugs from a long game I played. > For some strange reason, Sun Tzu's War Academy is unavailable for building. > It is crossed out on the build list even after gaining Feuda

[Freeciv-Dev] (PR#39129) 'Unassigned' bug

2007-06-10 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39129 > There is an other problem... When the pregame, when you cut someone, the player is removed, so the players are renumbered. Then, the pplayer pointer point to the next player. :/ I propose to set back: pplayer = ptarget->player; and repl

[Freeciv-Dev] (PR#39389) BUG: technology/advance name translation

2007-06-12 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39389 > > [wsimpson - Sam. Jun. 09 23:29:39 2007]: > To summarize, only LOG_NORMAL should be translated, because those are > displayed to the user. I don't think so. LOG_NORMAL messages are not more displayed than the others log levels. It depends on

[Freeciv-Dev] (PR#39389) BUG: technology/advance name translation

2007-06-14 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39389 > I don't think you understood very well what is LOG_NORMAL. All the freelog() messages are displayed ONLY in the console if the current log level >= to the first argument. LOG_NORMAL messages are not displayed in the chat window. Some messages

[Freeciv-Dev] (PR#39331) 8 bugs (borders, trade menu, rivers, Sun Tzu, cease fire, attacking city, go to, city growth), plus AI suggestions

2007-06-22 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39331 > > [guest - Tue Jun 05 17:16:29 2007]: > > > [EMAIL PROTECTED] - Mon Apr 09 21:46:34 2007]: > > > > > Here are some bugs from a long game I played. > > > For some strange reason, Sun Tzu's War A

[Freeciv-Dev] (PR#39459) Segfault when founding a city

2007-07-17 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39459 > I have the exact same problem, running Arch also. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

[Freeciv-Dev] (PR#39459) Segfault when founding a city

2007-07-17 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39459 > > [EMAIL PROTECTED] - Tue Jul 17 19:56:51 2007]: > > http://bugs.freeciv.org/Ticket/Display.html?id=39459 > > > Some debugging says that the faulty place is > client/gui-gtk-2.0/wldlg.c > function cell_render_func > line 1008 (this might ch

[Freeciv-Dev] (PR#39459) Segfault when founding a city

2007-07-17 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39459 > > [EMAIL PROTECTED] - Tue Jul 17 19:56:51 2007]: > > http://bugs.freeciv.org/Ticket/Display.html?id=39459 > > > Some debugging says that the faulty place is > client/gui-gtk-2.0/wldlg.c > function cell_render_func > line 1008 (this might ch

[Freeciv-Dev] (PR#39469) Desktop Focus with multiple Desktops

2007-07-26 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39469 > Indeed, with Wesnoth it´s the same. So you can take back the bug report. I'll try to get some support in the Dexpot-Board. Thank you for the help! Greetz Scheich Xodox ___ Freeciv-dev mailing li

[Freeciv-Dev] (PR#39477) svn version 13132 breaks tilesets?

2007-08-02 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39477 > > [wsimpson - Tue Jul 31 06:51:16 2007]: > > Michael Fay wrote: > > I am unable to get any tileset to work with the current svn version > > (13132). > > > All the included tilesets are working here > > > > With Amplio > > > Includin

[Freeciv-Dev] (PR#39477) svn version 13132 breaks tilesets?

2007-08-04 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39477 > > [wsimpson - Fri Aug 03 18:19:29 2007]: > > Guest wrote: > >> [wsimpson - Tue Jul 31 06:51:16 2007]: > >> Are you sure you installed correctly? > >> > > I believe so, unless us

[Freeciv-Dev] (PR#20395) two bugs in 2.1.0 Beta2

2007-08-14 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=20395 > > > > >> 2. When using default rules, fighters can't engage other units > > except > > > >> when immediately adjacent to a city. > > > > > > > > Aparently both fighters and bombers are completely useless. They > > might > > > > be able to

[Freeciv-Dev] (PR#39459) Segfault when founding a city

2007-08-15 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39459 > > [EMAIL PROTECTED] - Sun Jul 15 19:27:03 2007]: > > Pre Scriptum: Two guys weren't able to reproduce this on different > distros > (Gentoo and another Gentoo), so this might be connected to my building > environment on Arch Linux. > > The

[Freeciv-Dev] (PR#39575) Using development code with released servers

2007-08-18 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39575 > Sorry, my account is not already create (woodswolf in future). I don't really understand. Freeciv project is for playing or just an exercice of exploit of code? Anyway, I think your size of 1400 is good and can prevent problem. Ok but you

[Freeciv-Dev] (PR#39464) metaserver's server list

2007-08-22 Thread Guest
http://bugs.freeciv.org/Ticket/Display.html?id=39464 > Can be solve easy! $row["host"] and $row["port"] variables are destroy by players list query to database. Resquest sentences are build in same time in the pacth. You can also, use differents variable names than $row for players/variables li

[Freeciv-Dev] (PR#38241) 2.1.0-beta2 and beta3: assertion failed in civclient.exe (packhand.c)

2007-10-23 Thread guest
http://bugs.freeciv.org/Ticket/Display.html?id=38241 > > [guest - Tue Oct 23 11:24:11 2007]: > > > [dmarks - Mon Oct 22 12:30:12 2007]: > > > > This crash is no longer reproducible in 2.1.0-rc1. > > > > ~Daniel > > > I think this is the s

[Freeciv-Dev] (PR#40758) Bug with SVN Trunk rev 15609- disappearing grasslands shield

2009-04-10 Thread guest
played through, no grassland squares disappear. I suspect the problem > is in either saving or loading the game. > I also cannot log in to RT with guest/viceerf, so I hope someone will > give me a RT login when they fix the website problems. > >

[Freeciv-Dev] (PR#40758) Bug with SVN Trunk rev 15609- disappearing grasslands shield

2009-04-11 Thread guest
http://bugs.freeciv.org/Ticket/Display.html?id=40758 > Indeed, loading a civ1/2 game with the default ruleset is kind of weird. Perhaps a dictionary (in terrain.ruleset) could look like this: [resourceids_dictionary] game_version = "2.2" gold = "$" iron = "/" game

[Freeciv-Dev] (PR#40758) Bug with SVN Trunk rev 15609- disappearing grasslands shield

2009-04-11 Thread guest
http://bugs.freeciv.org/Ticket/Display.html?id=40758 > Indeed, loading a civ1/2 game with the default ruleset is kind of weird. Perhaps a dictionary (in terrain.ruleset) could look like this: [resourceids_dictionary] game_version = "2.2" gold = "$" iron = "/" game

[Freeciv-Dev] (PR#40760) [patch] extended_gold_upkeep_style

2009-04-11 Thread guest
http://bugs.freeciv.org/Ticket/Display.html?id=40760 > > [matthias.pfaffer...@mapfa.de - Sa 11. Apr 2009, 23:45:40]: > > extend the gold upkeep system: > > 0 - old system > 1 - cities pay for buildings; the nation pays for units > 2 - the nation pays for buildings and units > > depends on tick

[Freeciv-Dev] (PR#40759) [patch] calc_city_units_upkeep

2009-04-12 Thread guest
http://bugs.freeciv.org/Ticket/Display.html?id=40759 > > > - Perhaps the values of the unit upkeep field should be > > sent in unit info packets so that they do not have to > > be recomputed at the client side. > > I will look into this. Should this be something like in the attached file (uni

[Freeciv-Dev] (PR#6394) Wish List: interface for viewing technologies

2009-04-13 Thread guest
http://bugs.freeciv.org/Ticket/Display.html?id=6394 > This has been fixed in more recent versions. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

[Freeciv-Dev] (PR#40758) Bug with SVN Trunk rev 15609- disappearing grasslands shield

2009-04-13 Thread guest
http://bugs.freeciv.org/Ticket/Display.html?id=40758 > I've created and tested a rollback patch, which removes all update22* references/code and revert back resource identifiers to the 2.1.x default. Should you need the dictionary approach, I could come up with a patch for that too. - Stéphane

[Freeciv-Dev] (PR#40767) Revert resource identifiers and remove update22* fields

2009-04-13 Thread guest
http://bugs.freeciv.org/Ticket/Display.html?id=40767 > > Also the terrain.ruleset files in the civ1 and civ2 ruleset > directories need to be updated. I'll test it with recent > and older savegames once these changes are made. Probably > savegames already made in 2.1.99 will become incompatible,

[Freeciv-Dev] (PR#40759) [patch] calc_city_units_upkeep

2009-04-14 Thread guest
http://bugs.freeciv.org/Ticket/Display.html?id=40759 > > The upkeep information is now send to the client and the values are > updated > each turn and if > > * a unit is disbanded > * a unit is bribed by a spy > * a unit is disbanded and > * a unit is updated if the creation of a unit is added

[Freeciv-Dev] (PR#40607) City Health patch

2009-05-09 Thread guest
http://bugs.freeciv.org/Ticket/Display.html?id=40607 > > [cazf...@gmail.com - Mo 04. Mai. 2009, 09:53:10]: > > 2009/1/7 Marko Lindqvist : > > 2008/12/21 Yoav Luft: > >> > >> Hi, I think it's pretty much finished, at least the basic functionality. > >> The attached .diff file adds the functional

[Freeciv-Dev] (PR#40171) bug in gtk client - select CMA none

2008-04-03 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40171 > i noticed that PR#40097 is very similar to this report. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

[Freeciv-Dev] (PR#40171) bug in gtk client - select CMA none

2008-04-03 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40171 > i noticed that PR#40097 is very similar to this report. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

[Freeciv-Dev] (PR#34276) clients default to the wrong port

2008-04-11 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=34276 > > [EMAIL PROTECTED] - Mar. Sep. 04 12:00:48 2007]: > > On 04/09/07, Jordi Negrevernis i Font wrote: > > > > Marko Lindqvist wrote: > > > > > > What Freeciv version and which client are you using? > > > > > Freeciv 2.1.0 Beta6 compiled f

[Freeciv-Dev] (PR#39879) bug with plane patrol

2008-05-15 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=39879 > > [wsimpson - Mon Nov 26 14:42:54 2007]: > > Michaël wrote: > > > this > > crashed occured between sebvm 2 and sebvm 3, and two times (after > > reconnecting i tryed at once to do the same thing and the crash occured > > in this sam

[Freeciv-Dev] (PR#39879) bug with plane patrol

2008-05-15 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=39879 > [continued - apologies] Situation was using the ordinary fighter plane (req: fligt) and attempting to patrol between city and mountain tile about 20 tiles away. As I mentioned the client was 2.1.3 running on an Intel Mac OS 10.4. _

[Freeciv-Dev] (PR#40334) save/load game to/from web

2008-06-28 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40334 > > I don't know how this is best implemented... maybe by a single dedicated > server (like del.icio.us ... obviously your games > would be associated with your login), or maybe by letting individual > players configure

[Freeciv-Dev] (PR#40337) Failing to load interstellar modpack maps

2008-06-28 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40337 > Should this savegame work? In reality, it doesn't if a client is started using my own 'starplio' tileset, but does if a client is started using amplio and then changed to starplio once the game has started. interstellar80x40.sav Description

[Freeciv-Dev] (PR#40213) No way to turn worker display from main map

2008-07-20 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40213 > [EMAIL PROTECTED] - So 20. Jul 2008, 18:15:03] Since there hasn't been done anything here for a month I assumed that this would be an ideal training ground for newbies. ;) I tried to supply an option for the view menu in the same manner as a

[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-22 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40316 > [EMAIL PROTECTED]: Hi, Attached patch will let the cities be visible in the fog after you viewed them with a unit or something else. Note that if you test it on a savegame affected by the current bug you will have to give the client the cha

[Freeciv-Dev] (PR#40213) No way to turn worker display from main map

2008-07-22 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40213 > > [book - So 20. Jul 2008, 22:29:40]: > > > [EMAIL PROTECTED] - So 20. Jul 2008, 18:15:03] > > > Since there hasn't been done anything here > > for a month I assumed that this would be an > > ideal training ground for newbies. ;) > > It wa

[Freeciv-Dev] (PR#39864) helicopter goto overly cautious

2008-07-23 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=39864 > > [book - Sat Jul 19 04:02:14 2008]: > > My opinion is that the current behaviour is excessively > nannying and adds needless complications. The goto code > should just make the unit go where you tell it to go, > taking a safe route if one e

[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-23 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40316 > [EMAIL PROTECTED] Well I probably have the time for working on this but my experience doesn't quite match yours with neither the C programming language nor the freeciv source code, so I'm not all that confident that it would be just a matter

[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-23 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40316 > pcity->tile and ptile->city are both set to the correct values. > In general ptile->city->tile == ptile and pcity->tile->city == pcity > all the time (that would be a useful assertion to add somewhere - in > fact client-side sanity checks mig

[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-24 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40316 > > [EMAIL PROTECTED] - Do 24. Jul 2008, 00:49:34]: > The problem must be that when the tile is fogged (in the tile packet), > the ptile->worked flag is cleared. Looking for "->worked = NULL" in > the code should find the offending code - it

[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-25 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40316 > > [EMAIL PROTECTED] - Fr 25. Jul 2008, 16:12:11]: > It seems to me that problem has to be > in server side sending such information in the first place. Something > wrong with send_tile_info()? Thanks for the hint. The same I did on the clie

[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-25 Thread Freeciv guest user
http://bugs.freeciv.org/Ticket/Display.html?id=40316 > > [EMAIL PROTECTED] - Fr 25. Jul 2008, 16:12:11]: > It seems to me that problem has to be > in server side sending such information in the first place. Something > wrong with send_tile_info()? Thanks for the hint. The same I did on the clie