Search found 90 matches

by meynaf
Sun Feb 11, 2018 7:47 am
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 3578

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: 1494

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: 3578

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: 2335

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: 2335

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: 3578

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: 2158

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 ...
by meynaf
Sat Feb 10, 2018 3:48 pm
Forum: Wishlist
Topic: my list of feature requests
Replies: 11
Views: 2158

Re: my list of feature requests

Technically, I think this is a bug rather than a feature request. :P It is not really a coding error ; more like something not implemented. Controlled solely by the ruleset and tileset. (Ruleset definition points to tileset definition, Tileset definition points to sprite on an image) If it's still ...
by meynaf
Sat Feb 10, 2018 2:00 pm
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 3578

Re: city setup destroyed when growing

For disbanding a city with migrants (in order to rebuild it at another, better place) i've found the solution : reduce drastically the amount of food it produces (go largely negative). Bothersome, but it works. But it's not only this. City has 8 population, waits for Aqueduct. Or 12, waits for Sewer...
by meynaf
Sat Feb 10, 2018 11:57 am
Forum: Wishlist
Topic: Religion concept
Replies: 6
Views: 1487

Re: Religion concept

If you intend to improve the religious aspect of Freeciv, please, by all means, add Atheism in the process. For those who think religions have nothing to do in modern times...