On Sat, Feb 13, 2010 at 7:50 PM, Daniel Markstedt
no-reply.invalid-addr...@gna.org wrote:
I disagree - a city that ends up on a glacier would rather quickly be
abandoned by humans. IMHO. ;)
The terrain of a city is a bit fuzzy; if you walked around New
Orleans, would you say swamp? Or around
On Sun, Feb 14, 2010 at 5:03 AM, David Lowe doctorjl...@verizon.net wrote:
On 13 Feb, 2010, at 9:22 AM, pepeto wrote:
Then it should be considered 2 different terrain cases: the terrain where we
cannot *build* a city, the terrain there cannot *be* a city... (e.g. a city
could hold on ice, but
Follow-up Comment #14, bug #15258 (project freeciv):
Just a general reflection: How about allowing extreme climate change to turn
city tiles into glacier or ocean again - and then destroying the city when
this happens? Inspired by 'The Day After Tomorrow'. =)
Follow-up Comment #15, bug #15258 (project freeciv):
Then it should be considered 2 different terrain cases: the terrain where we
cannot *build* a city, the terrain there cannot *be* a city... (e.g. a city
could hold on ice, but not on ocean).
Follow-up Comment #16, bug #15258 (project freeciv):
I disagree - a city that ends up on a glacier would rather quickly be
abandoned by humans. IMHO. ;)
It would make sense from a game-play POW as well: If a city cannot be built
on terrain X, it cannot exist on terrain X either.
Follow-up Comment #17, bug #15258 (project freeciv):
I disagree - a city that ends up on a glacier would rather
quickly be abandoned by humans. IMHO. ;)
But the food would decrease fast on ice, so population will reduce soon...
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On 13 Feb, 2010, at 9:22 AM, pepeto wrote:
Then it should be considered 2 different terrain cases: the terrain where we
cannot *build* a city, the terrain there cannot *be* a city... (e.g. a city
could hold on ice, but not on ocean).
Oh?
Update of bug #15258 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #15258 (project freeciv):
Planned Release: 2.2.0 = 2.1.12, 2.2.0
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Follow-up Comment #5:
Fix for S2_1 attached.
(file #7948)
Maybe we should simply allow cities to exist on such tiles, but not be
created on? I mean, it's nuclear winter, and yeah, some cities might
be caught in newly created glacier, or something.
On Sat, Feb 6, 2010 at 11:56 AM, pepeto
no-reply.invalid-addr...@gna.org wrote:
Update of bug #15258
Update of bug #15258 (project freeciv):
Status: Ready For Test = In Progress
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Follow-up Comment #6:
Yoav Luft wrote:
Maybe we should simply allow cities to exist on such tiles, but
not be
Update of bug #15258 (project freeciv):
Status: In Progress = Ready For Test
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Follow-up Comment #7:
That's a good idea.
Changed my mind. The problem is that it could also be changed to
Update of bug #15258 (project freeciv):
Assigned to:None = pepeto
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Message posté
On Tue, Feb 2, 2010 at 12:10 AM, pepeto
no-reply.invalid-addr...@gna.org wrote:
Follow-up Comment #1, bug #15258 (project freeciv):
Do you have a more precise error message?
I'm afraid I didn't write down the exact error, but ISTR a line 247
mentioned. Ah, this one:
server/sanitycheck.c:247:
Follow-up Comment #2, bug #15258 (project freeciv):
I'm afraid I didn't write down the exact error, but ISTR a line
247 mentioned. Ah, this one:
server/sanitycheck.c:247: SANITY_CITY(pcity,
!terrain_has_flag(tile_terrain(pcenter), TER_NO_CITIES));
I'm not aware of any state variable
Update of bug #15258 (project freeciv):
Planned Release: = 2.2.0
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Update of bug #15258 (project freeciv):
Status:None = Ready For Test
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Follow-up Comment #3:
The correct fix would be to avoid the terrain change via
global warming or nuclear winter
Follow-up Comment #4, bug #15258 (project freeciv):
Good patch!
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URL:
http://gna.org/bugs/?15258
Summary: Some cities fail sanity checking after nuclear
winter
Project: Freeciv
Submitted by: None
Submitted on: Monday 02/01/2010 at 18:01 CET
Category: general
Severity:
Follow-up Comment #1, bug #15258 (project freeciv):
Do you have a more precise error message?
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