>>>>> "JM" == Jan Minar <[EMAIL PROTECTED]> writes:
JM> Package: freeciv Version: 1.12.0-0.1 Severity: important Looks like most of the issues noted below aren't applicable to Freeciv any longer (as of 2.0.8-3.) I guess that the report should be closed, probably after splitting the issues that are still there off into separate reports. [...] JM> The whole game lures myself into that lame way of thinking I know JM> from the Evil Empire's world. Seducing to such an adultery is a JM> mortal sin, and that's why I deem this bug `important'. JM> Firstly, the grave ones: JM> * There should be no hard limits. If you think the least JM> reasonable number of cities for plunging in a civil war is 6, make JM> it a formal requirement, devise a special flag for the server that JM> would tell whether it is compliant with the formal requirements, do JM> whatever you want to do, but *never* impose a hard limit. Cf. the JM> GNU project attitude towards hard limits. There's the `civilwarsize' server option: > help civilwarsize Option: civilwarsize - Minimum number of cities for civil war Description: A civil war is triggered if a player has at least this many cities and the player's capital is captured. If this option is set to the maximum value, civil wars are turned off altogether. Status: changeable Value: 10, Minimum: 6, Default: 10, Maximum: 1000 > JM> * The server environment should be self-containing. There should JM> be no reason to resort to shell for restarting the game, loading JM> saved game, etc. There should be a /stop command, symmetrical to JM> the /start one, a /load command for what is done now as ``civserver JM> --file <saved_game>''. This would be The Right Thing. At least, there're the `load' and `endgame' commands. Not sure about `stop'. The whole issue seems a bit like proposing the ``--daemon'' option to Make, so that it will watch for the filesystem and start a rebuild whenever makefiles or sources do change. JM> * There should be a way to start the game seamlessly both locally, JM> and remotely. There is no way to start the game with one command. JM> At least, you have to click the `Connect' button (xaw3d version). I don't understand this one. JM> On the server side, there should be some way to specify your JM> favourite defaults (It would be *extremely* lame if you had to JM> configure the (possibly complex) options every time you run the JM> server, so I think there _is_ a way to do it, yet I didn't figure JM> out how). The `read' command is there for ages now, and there's also the `--read' server option. JM> * The GUI should be more simple. The repetitiveness: two JM> production choice windows, `Worklist' and `Change', `Worklist' JM> doesn't show turns-to-completion, two `Help' buttons in the JM> `Worklist' window, etc., etc. JM> Now some not so fatal ones: JM> * The `Messages' pop-up hides most of the animations, and there *is JM> no way to configure this*. JM> * The only way to find a specific unit (say the only cruiser I JM> have, on an explore mission) is to click through the whole map. JM> When the unit is hidden under some another, or in a city, it's JM> almost impossible. I guess these GUI issues deserve a separate report. JM> Ordinary bugs: JM> * It should not be possible to explore where is land and where sea JM> using the Goto (the game should not refuse to go to (through) JM> land/sea destination for a sea/land unit, respectively, when it's JM> not explored (black map squares). The same applies to ZOC, sea JM> changing into land and vice versa (if it was possible), ...). JM> * Obsoletable and destroyable wonders should not impose JM> obsolescence on the city improvements whose functionality JM> substitute. Once The Great Wall becomes obsolete, the city walls JM> become handy (again). So one should be able to build them even JM> thru the epoch it is in effect. Or the improvements should be JM> destroyed upon the wonder completion (strange idea). Or there JM> should be a way to destroy the wonder itself (so you can start JM> building them again). As it is in the real world: you can both JM> build and maintain obsolete things. They are just less and less JM> competitive, as better alternatives emerge. Apparently, these two issues were fixed (again, as of 2.0.8-3.) JM> Wishlist: JM> * Using sea units as bridges should be easier: The units stop on JM> the sea unit when Goto-ing along. Moreover, when the sea unit is JM> sentried, the Goto-ing unit gets sentried too. (A special `Bridge' JM> command, along with the `Sentry', so that the units would not JM> stop/sentry? `Ferry'--`Autoattack' counterpart, so that bridging JM> over few sea squares would be possible (easy when only one unit JM> going thru, complex cases would require, eh, more complex JM> algorithm)?) ... A separate report as well? JM> Yes, Freeciv is quite a complex program. So it should come with a JM> strong, orthogonal design. There should be no ``That's just how it JM> is...'' we know from the MS-DOS games world. Instead, I'd like to JM> hear ``That's just The Wrong Thing, and Freeciv is a free software, JM> and it should be changed.'' But perhaps the *design* phase is JM> where the problem lays, and it would be just a different game we JM> would end up after such a fundamental rewrite. And no, I *won't* JM> do it. Hope the above helps. -- To UNSUBSCRIBE, email to [EMAIL PROTECTED] with a subject of "unsubscribe". Trouble? Contact [EMAIL PROTECTED]