Search found 86 matches

by meynaf
Thu Feb 15, 2018 8:50 am
Forum: Wishlist
Topic: my list of feature requests
Replies: 11
Views: 1989

Re: my list of feature requests

At the moment that's not really helpful: As soon as you know that you need exactly three modules, and that components come in pairs, it doesn't matter in which order you build the minimal set of modules or the pairs. Not exactly true for the modules. You may try sending more population, with limite...
by meynaf
Mon Feb 12, 2018 6:23 pm
Forum: Tech support
Topic: animation prb (gtk2)
Replies: 7
Views: 1602

Re: animation prb (gtk2)

Actually this problem is worse than it looks.
It's not only about missing the action. I've just discovered that some messages can be lost during the process ! Image
by meynaf
Mon Feb 12, 2018 6:02 pm
Forum: Rulesets and modpacks
Topic: City_Radius_Sq and settler city range
Replies: 5
Views: 1386

Re: City_Radius_Sq and settler city range

Another, easier to implement solution : create some value such as settler_radius_sq which is used if it exists (else it's init_city_radius_sq like before).
It would then receive the maximum size, to indicate what the city will look like in the future.
by meynaf
Mon Feb 12, 2018 10:26 am
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 3316

Re: city setup destroyed when growing

Hmm, with no saving whatsoever, it'd be pretty easy to just have it use the 'normal' mode (Most Resource -> Most Food -> Most Production -> Most Trade -> [Use Special Citizen?]) Combined with a message altering the player that the city's work has been altered should be sufficient. And indeed, getti...
by meynaf
Mon Feb 12, 2018 7:54 am
Forum: Help wanted
Topic: more or less complete testing (aka huge bug report :))
Replies: 7
Views: 2150

Re: more or less complete testing (aka huge bug report :))

Is this about client settings? If client does not find settings file of the current version, it tries to load settings from older versions in reverse order, and to migrate those settings. It always saves to the file specific to current version. What's the bug you are seeing here? If it does this, t...
by meynaf
Sun Feb 11, 2018 8:59 am
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 3316

Re: city setup destroyed when growing

How specifically would you handle barbs leaving? It's notable that simply waiting for all tiles to be valid can be blocked for other reasons, like other cities working them. When barbs come, the cells they occupy have their worker go elsewhere. Perhaps then it could attempt to find the most similar...
by meynaf
Sun Feb 11, 2018 7:47 am
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 3316

Re: city setup destroyed when growing

That's the exact opposite order of priority I would choose on the three outputs. :P Then perhaps i didn't express myself clearly enough. The point wasn't to keep these three in that order, but to remove them, i.e. remove tiles with most trade first, then ones with the most production, then food. Bu...
by meynaf
Sun Feb 11, 2018 7:20 am
Forum: Rulesets and modpacks
Topic: City_Radius_Sq and settler city range
Replies: 5
Views: 1386

Re: City_Radius_Sq and settler city range

JTN wrote:The outline drawn around city-founder units just uses init_city_radius_sq, I'm afraid; it doesn't look at effects at all.

Yes this is what i guessed from what happened.
It could "emulate" a city of size 1 located at where it is itself, to check the targeted city size.
by meynaf
Sun Feb 11, 2018 7:17 am
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 3316

Re: city setup destroyed when growing

It could be like this :
- Do the total of the 3 productions. Select the smallest value.
- Then, other things being equal, choose trade rather than production, and production rather than food.
- If still equal, choose at the random.
by meynaf
Sat Feb 10, 2018 5:09 pm
Forum: Help wanted
Topic: more or less complete testing (aka huge bug report :))
Replies: 7
Views: 2150

Re: more or less complete testing (aka huge bug report :))

To everyone posting about bugs: Please report at least the actual bugs to the bugtracker at hostedredmine: http://www.hostedredmine.com/projects/freeciv/issues/new What is only mentioned at the forum tend to soon get buried and forgotten. At bugtracker they stay in reports even if not fixed/impleme...