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Lexxie L
- Registered on: 2018-05-31
- Last connection: 2022-03-27
Issues
- Assigned issues: 0
- Reported issues: 25
Projects
- Freeciv (Developer, 2020-05-18)
Activity
2022-01-29
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Alina L. wrote:
> A different suggestion thread just reminded me: Obviously, all the local-ranged requirement types that don't currently refer to the tile, but could be given such a meaning (e.g. UnitType) should also be included in Adj... Feature #695469: Add requirement vector "Tile" rangeThe "Local" range can currently be pretty confusing, since it contains some information on the current tile (e.g. terrain type and extras), but not all (e.g. different units on the tile). Since, depending on effect type, it's not viable ...
2022-01-13
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Marko Lindqvist wrote:
> I think also the recently introduced combat_odds_scaled_veterancy helps a bit with this. I'm inclined to say the situation is good enough for 3.1 now. We may postpone this ticket to 3.2 to re-evaluate the situat... Bug #809590: Combat Rounds exploit may need server settings or flags to balance it.For non-victorious combat, I'm quite concerned that it assigns veteran levels. In theory it sounds good: you became more experienced in combat and survived.
But the ability to know that certain units in certain situations would never...
2021-06-07
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FYI, I don't think this patch fixed the second bug, where extreme edge cases made negative bribe costs Bug #929034: Units costing less than 10 shields have 0 bribe cost./common/unit.c::unit_bribe_cost()
blamed lines of code:
@ /* Consider the build cost. */
cost *= (unit_build_shield_cost_base(punit) / 10;@
FIX: Forcing those to (float) fixed it at FCW, but note, FCW version of this function ...
2021-06-01
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I forgot to mention, fcw.org version of the code has previously fixed other similar maths bugs involving rounding and etc., such as a bug that made negative bribe costs where you got PAID to bribe units. Bug #929034: Units costing less than 10 shields have 0 bribe cost./common/unit.c::unit_bribe_cost()
blamed lines of code:
@ /* Consider the build cost. */
cost *= (unit_build_shield_cost_base(punit) / 10;@
FIX: Forcing those to (float) fixed it at FCW, but note, FCW version of this function ... -
blamed lines of code:
@ /* Consider the build cost. */
cost *= (unit_build_shield_cost_base(punit) / 10;@
FIX: Forcing those to (float) fixed it at FCW, but note, FCW version of this function ...
2021-05-29
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This is the only tangible long range air threat the AI provides to challenge single players, and it's effective and real. Removing it is a step backward for playability in my opinion. Better to leave it in and just wait for AI to be sma... Bug #924325: AI: don't build units losing hp until we can manage themThe AI is noticed to build helicopters but it can't manage them unless it owns UNO. So it should not build them. We can want techs that allow us helicopters with desire scaled to the probability we'll ever have UNO, but as a quick soluti...
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Foreground and background sprites for new base type "castle". This has two variants.
base.castle has a "courtyard" inside which allows seeing the terrain this base is built on. It is still closed enough to make it credible why you can... Feature #919768: Castle art requestThe sandbox ruleset's Castle extra doesn't have any art. It currently uses the Fortress graphics since it is an upgrade to it.
In case details are needed to better create art for the Castle: The Castle is an upgrade to the Fortress ex... -
Assuming someone wants to do the work, it's possible for rulesets to specify whether this is a rare_popup, OR a logic condition figures out if it's rare_popup
1. I think in many rules, embark of 1 mp will be greater than move cost of ... Bug #928837: EMBARK action should be created as a rare_pop_upPlaytesting revealed lots of units with GOTO orders to cities, spammed an intolerable amount of Pop-ups asking whether the unit wants to EMBARK on some unit inside which can take cargo. This also leaves the units stranded unsafe outside ... -
2021-05-28
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Bug #928837 (Closed): EMBARK action should be created as a rare_pop_upPlaytesting revealed lots of units with GOTO orders to cities, spammed an intolerable amount of Pop-ups asking whether the unit wants to EMBARK on some unit inside which can take cargo. This also leaves the units stranded unsafe outside ...
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