On Sat, 5 Jan 2013 04:13:27 PM Michael Vehrs wrote:
>>[`Show Productivity' is coherent?]
> It's not, really. I think it should show the production due to the unit
> itself, and that due to the building, but the two should be more clearly
> distinguishable.
Agreed. `Show Productivity' now shows th
On 04.01.2013 03:40, Michael T. Pope wrote:
> On Thu, 3 Jan 2013 11:00:54 PM Michael T. Pope wrote:
>
>> On Thu, 3 Jan 2013 10:01:40 AM Michael T. Pope wrote:
>>
>>> OK. Perhaps I should take my own suggestion upthread and see if the
>>> autoproduction functionality would work in these c
Michael T.Pope Wrote :
> Old games with the old spec remain problematic. Lacking those scopes, the
> relevant bonuses are still picked up per unit, leading to exhilarating
> production levels (particularly of bells). What do you think? Should I
> write
> some *really* special purpose backward co
On Thu, 3 Jan 2013 11:00:54 PM Michael T. Pope wrote:
> On Thu, 3 Jan 2013 10:01:40 AM Michael T. Pope wrote:
> > OK. Perhaps I should take my own suggestion upthread and see if the
> > autoproduction functionality would work in these cases.
Or perhaps not. I have backed out of the autoproductio
On Thu, 3 Jan 2013 10:01:40 AM Michael T. Pope wrote:
> OK. Perhaps I should take my own suggestion upthread and see if the
> autoproduction functionality would work in these cases.
I have made some progress, but am a bit stuck because I do not know what is
right. I have some improvements to Bu
On Thu, 3 Jan 2013 10:01:40 AM Michael T. Pope wrote:
>[Strageness with matchesNull and getModifierSet]
> The more I look at this one the more worrying it looks. Pretty much
> anything involving modifiers ends up in that routine, and I really like
> being able to trust that the spec means what it
On Wed, 2 Jan 2013 04:33:21 PM Michael Vehrs wrote:
> On 02.01.2013 11:29, Michael T. Pope wrote:
> > On Sat, 29 Dec 2012 08:25:20 PM Michael T. Pope wrote:
> >> On Sat, 29 Dec 2012 09:53:28 AM Michael Vehrs wrote:
> Then for now how about we just rename the existing basicProduction as
>
On Wed, 2 Jan 2013 04:19:32 PM Michael Vehrs wrote:
> At any rate, the re-write of tile styles has paved the way for
> using an arbitrary number of equivalent tiles. We might also break down
> our tiles into smaller sub-tiles, or use alpha blending for tile boundaries.
I do not doubt the former wo
On 02.01.2013 11:29, Michael T. Pope wrote:
> On Sat, 29 Dec 2012 08:25:20 PM Michael T. Pope wrote:
>
>> On Sat, 29 Dec 2012 09:53:28 AM Michael Vehrs wrote:
>>
Then for now how about we just rename the existing basicProduction as
basicPerUnitProduction and add a new field for
On 02.01.2013 00:00, Michael T. Pope wrote:
> On Tue, 1 Jan 2013 02:01:05 PM Michael Vehrs wrote:
>
>> On 01.01.2013 12:37, Michael T. Pope wrote:
>>
>>> Fair enough. I remain in favour of automatic generation, but less happy
>>> about the smoothness/regularity of the rivers and roads.
>
On Sat, 29 Dec 2012 08:25:20 PM Michael T. Pope wrote:
> On Sat, 29 Dec 2012 09:53:28 AM Michael Vehrs wrote:
> > > Then for now how about we just rename the existing basicProduction as
> > > basicPerUnitProduction and add a new field for the non-unit production.
> >
> > I had this idea, too. For
On Tue, 1 Jan 2013 02:01:05 PM Michael Vehrs wrote:
> On 01.01.2013 12:37, Michael T. Pope wrote:
> > Fair enough. I remain in favour of automatic generation, but less happy
> > about the smoothness/regularity of the rivers and roads.
>
> Do you mean automatic generation of the required images, o
On 01.01.2013 12:37, Michael T. Pope wrote:
> On Tue, 1 Jan 2013 12:01:01 PM Michael Vehrs wrote:
>
>> In the near term, I think it will be necessary to keep the old hand-drawn
>> rivers.
>>
> Fair enough. I remain in favour of automatic generation, but less happy about
> the smoothness/
On Sun, 30 Dec 2012 09:11:51 PM Paolo Bizzarri wrote:
> I think this is fixed now - at least I have made resizable all the
> Report panels.
>
> Can someone check and see if that is the required behaviour?
Its working for me, thanks.
Cheers,
Mike Pope
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On Tue, 1 Jan 2013 12:01:01 PM Michael Vehrs wrote:
> In the near term, I think it will be necessary to keep the old hand-drawn
> rivers.
Fair enough. I remain in favour of automatic generation, but less happy about
the smoothness/regularity of the rivers and roads. I saw an old screenshot
the
On 27.12.2012 13:15, Michael T. Pope wrote:
> On Mon, 24 Dec 2012 12:04:49 PM Michael Vehrs wrote:
>
>>> [WOULDBENICE]
>>>
>>> Under map options, immediately clicking on any of the predefined map
>>> thumbnails does not select it. You have to open the "Import"
>>> options first. A
I think this is fixed now - at least I have made resizable all the
Report panels.
Can someone check and see if that is the required behaviour?
Switching from one to the other is one change per dialog, in any case.
Regards.
PaoloB
On Fri, Dec 28, 2012 at 12:39 AM, Michael T. Pope wrote:
> On T
On Sat, 29 Dec 2012 09:53:28 AM Michael Vehrs wrote:
> > Then for now how about we just rename the existing basicProduction as
> > basicPerUnitProduction and add a new field for the non-unit production.
>
> I had this idea, too. For the sake of compatibility, I think it would be
> better to keep t
On 29.12.2012 01:30, Michael T. Pope wrote:
> On Fri, 28 Dec 2012 01:27:20 PM Michael Vehrs wrote:
>
>>> [What is `basic production'?]
>>>
>> I think the basic production should be considered to apply per
>> work-place rather than per unit. I think it would be possible to specify
>> bas
On Fri, 28 Dec 2012 01:27:20 PM Michael Vehrs wrote:
> >[What is `basic production'?]
>
> I think the basic production should be considered to apply per
> work-place rather than per unit. I think it would be possible to specify
> basic production per unit type, and add a multiplicative modifier to
>
> On Mon, 24 Dec 2012 12:04:49 PM Michael Vehrs wrote:
>
>>> [WOULDBENICE]
>>>
>>> Under map options, immediately clicking on any of the predefined map
>>> thumbnails does not select it. You have to open the "Import"
>>> options first. Also, when selected correctly, the filename
>
> On Tue, 25 Dec 2012 11:02:52 AM Michael Vehrs wrote:
>
>>> [WOULDBENICE] Russian coat production
>>>
>> Fixed. The same problem had plagued the Swedish advantage. The solution
>> was to limit the hammer production bonus to persons, so that it no
>> longer applied to the carpenter's
On 27.12.2012 13:15, Michael T. Pope wrote:
> On Mon, 24 Dec 2012 12:04:49 PM Michael Vehrs wrote:
>
>>> [WOULDBENICE]
>>>
>>> Under map options, immediately clicking on any of the predefined map
>>> thumbnails does not select it. You have to open the "Import"
>>> options first. A
On Thu, 27 Dec 2012 04:53:03 PM Paolo Bizzarri wrote:
> On Mon, Dec 24, 2012 at 2:01 AM, Michael T. Pope wrote:
> > Should the advisor panels be resizeable? They used to be, but seem
> > to be fixed now. I know Paolo was working on BR#1694733 but that
> > refers mainly to smallish dialog b
On Mon, Dec 24, 2012 at 2:01 AM, Michael T. Pope wrote:
>
>
> Should the advisor panels be resizeable? They used to be, but seem
> to be fixed now. I know Paolo was working on BR#1694733 but that
> refers mainly to smallish dialog boxes.
Which panel, sorry? All panels can be set as resiza
On Mon, 24 Dec 2012 12:04:49 PM Michael Vehrs wrote:
> > [WOULDBENICE]
> >
> >Under map options, immediately clicking on any of the predefined map
> >thumbnails does not select it. You have to open the "Import"
> >options first. Also, when selected correctly, the filename text
> >
On 24.12.2012 02:01, Michael T. Pope wrote:
> The 0.10.6 bugs are coming in, the first of which is bad enough that I
> fear 0.10.7 will need to follow shortly. Fortunately I am on leave
> until 20130114 so there should be opportunities.
>
>
> [BLOCKER] All units disappear in captured colonies.
>
>
On 24.12.2012 12:44, Michael T. Pope wrote:
> On Mon, 24 Dec 2012 12:04:49 PM Michael Vehrs wrote:
>
>> The text is automatically greyed out when the input is made
>> non-editable. We would need to override some Swing method (probably
>> paint()) to fix that. I'll have a look at this.
>>
On Mon, 24 Dec 2012 12:04:49 PM Michael Vehrs wrote:
> The text is automatically greyed out when the input is made
> non-editable. We would need to override some Swing method (probably
> paint()) to fix that. I'll have a look at this.
Cool. BTW I also just noticed this:
net.sf.freecol.common.res
On 24.12.2012 02:01, Michael T. Pope wrote:
> The 0.10.6 bugs are coming in, the first of which is bad enough that I
> fear 0.10.7 will need to follow shortly. Fortunately I am on leave
> until 20130114 so there should be opportunities.
>
>
> [BLOCKER] All units disappear in captured colonies.
>
>
The 0.10.6 bugs are coming in, the first of which is bad enough that I
fear 0.10.7 will need to follow shortly. Fortunately I am on leave
until 20130114 so there should be opportunities.
[BLOCKER] All units disappear in captured colonies.
Just before release I discovered that we still had ins
FreeCol 0.10.6 has been released, to coincide with the end of the
world. Thanks to all contributors, but particularly to izzieliu (see
below) and reflame (most prolific bug reporter).
The main user-visible changes since 0.10.5 are:
- bugs:
>80 bugs fixed.
- colony names (freecol ruleset
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