Search found 93 matches

by meynaf
Mon Feb 12, 2018 10:26 am
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 4054

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: 6
Views: 2836

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: 4054

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: 4054

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: 1687

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: 4054

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: 6
Views: 2836

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...
by meynaf
Sat Feb 10, 2018 5:05 pm
Forum: Help wanted
Topic: more or less complete testing (aka huge bug report :))
Replies: 6
Views: 2836

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

Yes, dead center for automated popups is bad. Appearing at the middle-top would be superior. Having the popups with priority on the oldest would be awesome too. (Would need to have a value attached to them, or maybe automatic shuffling the newest to the back when it pops up?) Wouldn't delaying popu...
by meynaf
Sat Feb 10, 2018 4:59 pm
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 4054

Re: city setup destroyed when growing

That sounds good. But, after second thought, it's not strictly necessary to save anything. It can be made simpler than that. It would be sufficient that the worker on the occupied cell goes elsewhere. The player could of course receive a message if this has nasty effects. If the city grows, assign t...
by meynaf
Sat Feb 10, 2018 4:10 pm
Forum: Wishlist
Topic: my list of feature requests
Replies: 11
Views: 2436

Re: my list of feature requests

The displayed city radius for a settler does not match the city radius of the settled city. A minor one that slipped through the cracks when the variable city radius was implemented certainly, but still a bug. :) What happens is that the city radius of the settled city is initially the same as the ...