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Alexandro Ignatiev
- Login: ignatus
- Registered on: 2017-12-09
- Last connection: 2023-01-05
Issues
open | closed | Total | |
---|---|---|---|
Assigned issues | 2 | 0 | 2 |
Reported issues | 54 | 54 | 108 |
Projects
Project | Roles | Registered on |
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Freeciv | Reporter | 2019-06-09 |
Activity
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...
2022-06-08
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Well, but the "side effects" become harder to implement. Also, now we can see in "unit_lost" signal the old unit and on the same tile the new unit, that may be used by some script, so it should not be done to d3f branches. 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...
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