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free civ online possible bugs/wish list

Posted: Mon Jul 15, 2013 2:16 pm
by bjs
I admit I am not familiar with newer Civ games, having played only the original (on 5 1/4 floppy!) and Civ II. Here is what I have found which may be bug:

1. My workers, settlers, and engineers will not build railroads. If I automate an engineer then it has the ability to do this.

2. My caravans and freight units cannot make trade routes nor add to the work on wonders. CPU-controlled civs can at least do trade routes.

3, My saved game from last week loads without any terrain improvements. I have tried to load a few different games and none work. Did something change?


My wish list:
1. Tell me when pirates land or are in my territory. Many times I get a message that they attacked, but where? Early pirates using legion units are quite strong and I need to know ASAP.

2. Do not allow the same IP address to log in as player and as observer.

3. WHen buying a unit or improvement, let me know how much it will cost first.

4. WHen trying to subvert a city please let me know how much it will cost first

5. Allow a diplomat the option of going through an allied city. I do not want to investigate it or anything else...but I want the protection of being in their city.

Thank you for your time and effort.

Re: free civ online possible bugs/wish list

Posted: Mon Jul 15, 2013 4:32 pm
by Alien Valkyrie
bjs wrote:3. WHen buying a unit or improvement, let me know how much it will cost first.
Uh.... which freeciv version are you on?
EDIT: Screw that, I didn't realize this was about Freeciv-web.

Re: free civ online possible bugs/wish list

Posted: Mon Jul 15, 2013 5:04 pm
by AndreasR
Thanks for the bugreport to Freeciv-web. This is very useful for me as a developer. I'll start working to get these bugs fixed!

Is there anything else that you would like to see improved in Freeciv-web?

Re: free civ online possible bugs/wish list

Posted: Mon Jul 15, 2013 5:46 pm
by cazfi
bjs wrote:3, My saved game from last week loads without any terrain improvements. I have tried to load a few different games and none work. Did something change?
Freeciv-web follows freeciv development version. Savegame compatibility in development version was broken a couple of days ago. It loads savegames from previous stable versions, but not from earlier development revisions of freeciv-2.6. There's another similar compatiblity break coming up in a while.

Re: free civ online possible bugs/wish list

Posted: Tue Jul 16, 2013 6:36 pm
by bjs
thank you all for the replies.

It would be nice to get some warning that the saved games are going to not work after XXXX or at least a warning when the games are loaded with the wrong version of stuff. I am in software development and I understand nothing is perfect and I am very impressed with the game so far. Keep up the good work :)

Re: free civ online possible bugs/wish list

Posted: Thu Jul 18, 2013 5:19 pm
by AndreasR
I have fixed most of these bugs now. Here's my feedback:

1. Building railroads was possible before, but you had to remember to build roads first. Now, building roads and railroads should just work correctly, the keyboard shortcut is R for both.

2. Trade routes work correctly now. This was a bug.

3. Sorry about that breaking savegames. Hopefully this will not happen too often. Freeciv-web is under quite a lot of development lately, so things are expected to break sometimes.

Whishlist:

1. None of the other Freeciv clients warn about pirates. How do you suggest this be implemented?

2. I'm not sure that blocking players based on their IP will be user-friendly in all cases. For example, imagine several people on the same LAN who connect to play.freeciv.org, they will
all get the same IP address, but they should be allowed to play a multiplayer game (and also observe).

3. The cost of buying stuff in cities has been fixed.

4. This is on the todo list.

5. I'm not sure, I think that Freeciv-web is consistent with the other Freeciv clients here.

Re: free civ online possible bugs/wish list

Posted: Thu Jul 18, 2013 5:57 pm
by bjs
Thank for your the speedy replies. I realize this is a volunteer effort and I appreciate your effort.
1. Confirmed that I could build railroads. I promise I was not able to before, but maybe I messed up a setting somewhere or something was corrupt.Issue closed.
2. Confirmed that I could do trade routes with freight unit. Issue closed.
3. No problem.Issue closed

wishlist:
1. If no warning about pirates/barbarians is possible, can you list the city in the message that tells me that my unit was attacked? then I could click on city. I seem to remember former Civ games changing the view to show the movement of such pirates/barbarians, but I could be wrong. Could something like this be possible for the future?
2. Good point, blocking IP's might do more harm than good. Please cancel this request.
3. Confirmed this enhancement works.
4. Thank you for consideration. I think on one of the earlier Civ games you could buy a city for XX or destroy it for XX*2 amount of money. I don't know if others like that choice, but I always wanted the city and did not want to destroy it.
5. You may be correct about other civ games not allowing the diplomat in the allied city. There might be further considerations if a diplomat or spy is in an allied city. For example, does an ally's spy in your city help protect you from an enemy's spy. Still, it seems silly to be to be able to put any other unit in an allied city. This might be one of those "if we have time and nothing else to do" requests to research. :)
6. New Request - I thought in older civ games you can use the settler to build up a city. For example, if you started with 2 setters, you could build 2 cities of size 1 or you could combine them to build a city of size 2.
7. New request - List on the unit's information what the terrain is under the unit. Maybe even the defense bonus of that terrain?

Again, I do appreciate this effort and am amazed by what you have accomplished already. I started playing Civ games in middle school and programming in high school. Now a professional programmer for over a decade, I can understand some of the effort this project has required. :D

Re: free civ online possible bugs/wish list

Posted: Thu Jul 18, 2013 9:18 pm
by cazfi
bjs wrote:5. You may be correct about other civ games
Just to clarify. By the "other clients" Andreas meant regular freeciv, not web version. I'm not sure if any client currently makes it possible for diplomat to enter allied city, but that's more like gui design problem than rule of the game - ai players can certainly do that. I consider this a bug, so could you report it to bugtracker?

Re: free civ online possible bugs/wish list

Posted: Fri Jul 19, 2013 8:38 am
by Archimedes
AndreasR wrote:1. Building railroads was possible before, but you had to remember to build roads first. Now, building roads and railroads should just work correctly, the keyboard shortcut is R for both.
I don't know if it's related to the recent changes you made, but I just discovered my AI neighbors with an extensive railroad network, and it's only 1850 BCE! :shock:

Edit: It's also possible for the player to produce railroads from the beginning. If you have already built a road, then you can press the 'R' button and build a railroad with your very first workers.

Re: free civ online possible bugs/wish list

Posted: Sat Jul 20, 2013 4:35 pm
by Archimedes
AndreasR wrote:3. The cost of buying stuff in cities has been fixed.
I was close to finishing the Great Library so I decided to buy it, and the message that came up asked me if I would like to buy a caravan. I'm not technologically advanced enough to have access to caravans... I chose to buy it anyway, and I got the Great Library as requested; not a caravan.

Edit: The same thing happened when attempting to buy city walls, only this time the message asked me if I would like to buy pikemen.