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Alexandro Ignatiev
- Login: ignatus
- Registered on: 2017-12-09
- Last connection: 2023-10-12
Issues
open | closed | Total | |
---|---|---|---|
Assigned issues | 2 | 1 | 3 |
Reported issues | 48 | 60 | 108 |
Projects
Project | Roles | Registered on |
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Freeciv | Reporter | 2019-06-09 |
Activity
2023-10-12
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Marko Lindqvist wrote in #note-2:
> Since implemented, I think. Or do we lack some nuance?
As I can see, implemented. Actually, now it seems dubious for me if a relation between a city and a (some other) tile should be handled via a ... Feature #889199: Introduce "CityTile" requirement "SameContinent"This requirement (local range) is true iff the target tile is on the same continent as the target city center. For example, we can make units hard to bribe if they are on their home city's island.
2022-12-07
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Marko Lindqvist wrote in #note-15:
> I don't think we are going to touch "compatiblity" rulesets civ1/civ2, so the current two child tickets are all we need. Right?
Well, in a ruleset with tech tree allowing any holes there is, theor... Bug #870579: Remove useless "*StartUnit" rolesActually, only the first "*StartUnit" role has any game meaning. Abundance of the roles in supplied @units.ruleset@ files spawned the belief that they are used by the AI; they are not and are not going to be, that's why starting roles we...
2022-10-16
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Lexxie L wrote in #note-2:
> > Again, CivII looks only "straight go-to path from dst to src disregarding terrain" roads (and erroneously believes that any city of src owner met while following it is already src; that all I don't want to ... Task #879656: Implement connectivityLet the game check if a city is connected by some mean by some route to a tile (particulary, a location of another city).
In Civilization II, you can get +50% trade route output from road connection to the destination or +100% for rai...
2022-10-13
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Just for information, best CivII formula for caravan one-time bonus connectivity multiplier I've found ([https://apolyton.net/forum/civilization-series/civilization-i-and-civilization-ii/76838-calculating-caravan-and-freight-delivery-pay... Task #879656: Implement connectivityLet the game check if a city is connected by some mean by some route to a tile (particulary, a location of another city).
In Civilization II, you can get +50% trade route output from road connection to the destination or +100% for rai...
2022-10-10
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Marko Lindqvist wrote in #note-6:
> I think this was later fixed?
Yes, #924327. Feature #924224: Fuel pathfinder: hand attack possibility consideration to player/AICurrently, we are not allowed to trace a path for an attack of a non-missile unit if (fuel-dependent) moves we are going to have afterwards is less than distance to the nearest refuel point. This algorithm is botched from the start becau...
2022-07-26
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Likely yes. At least, can we just turn PH rule off in a ruleset? Feature #865055: Soften "coastal bombardment" ruleIt's hardcoded that if a unit attacks a non-native tile and the defender against him can't enter his tile then both have their firepower set to 1. This disallows making units with a greater firepower that we want to ignore this rule, for...
2022-06-21
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Sveinung Kvilhaugsvik wrote:
> Side effect of deleting the original target unit and creates a new one: updating loss statistics, cargo saving, transport unloading, emission of the unit_lost signal and player death if the unit is GamleLo... Feature #874201: Non destructive unit transfer for bribe and captureunit_change_homecity_handling() transfers unit in a non destructive way. If unit_change_owner() did the same Feature #873295 would become easier to implement.
Side effect of deleting the original target unit and creates a new one: upd...
2022-06-20
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Can we wrap tolua call in a scriptlet that looks on its output and raises an error? Bug #835044: Stop make on tolua errorsDebug tolua packages is pain as it is, and here make just continues even if tolua says there is an error. If the *_gen.[ch] exists from previous compilation, CC tries to use it that may lead to unnoticed errors.
2022-06-17
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Well, I won't change @citizens_update()@. I only added a fix over negative production since we modify this function any way and likely we could not get the error in previous branches. Feature #866911: Build settlers of nationalities present in the cityCurrently, any unit a city builds is of its owner's nationality, including pop-consuming ones (see @city_create_unit()@ in cityt
urn.c). This may be exploit-like when we conquer a city and can relatively cheap cope with nationality unha... -
Marko Lindqvist wrote:
> Can Alexandro have a look how all this works in current branches?
Could not reproduce the bug in 3.0. Likely, it's gone. Bug #881350: Client tries to load unit into enemy one instead of attacking itBug in logic of
@request_move_unit_direction()@ in client/control.c: if the destination tile is non-native, the client calls @request_transport()@ and does anything else only if it fails. But this function in client/*/transportdlg.c che...
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