On 24.12.2012 02:01, Michael T. Pope wrote:
> The 0.10.6 bugs are coming in, the first of which is bad enough that I
> fear 0.10.7 will need to follow shortly.  Fortunately I am on leave
> until 20130114 so there should be opportunities.
>
>
> [BLOCKER] All units disappear in captured colonies.
>
>    Just before release I discovered that we still had instances of the
>    annoying bug where the units on a captured colony tile would still
>    appear in the active units list.  I committed an `obvious' fix which
>    fixed the immediate problem, but overshot badly.  Should have known
>    better.  A patch is under test.
>
> [WOULDBENICE] Russian coat production
>
>    The Russian fur trader's house is still producing two coats without
>    input or worker.  Most likely this is due to the national advantage,
>    but weirdly, the corresponding Swedish advantage is not causing free
>    hammer or lumber production (not seeing these was why I thought this
>    bug was fixed).
>
> [UNCLEAR]
>
>    A while back I changed missionaries to set their location to the
>    native settlement they are working in, instead of null.  However
>    there is lurking code that still seems to set their location to
>    null, which fools Unit.isInMission and causes unexpected NPEs in
>    unrelated parts of the AI.  I suspect the offender is in the
>    PlayerExploredTile missionary handling, but the changes needed to
>    fix that properly are save-format breakers.  svn.10392 contains an
>    ugly workaround, and I have another hack in mind, but some testing
>    is needed.
>
> [WOULDBENICE]
>
>    We now allow the active unit to be in Europe / not on the map.  For
>    some reason this disables mouse clicks on the map until you do
>    something to select another unit.  Easy to work around (just
>    wait/skip the ship), but annoying and should not be happening.
>
> [WOULDBENICE]
>
>    Under map options, immediately clicking on any of the predefined map
>    thumbnails does not select it.  You have to open the "Import"
>    options first.  Also, when selected correctly, the filename text
>    appears greyed out.  I suspect this is because the path to a
>    predefined map is considered to be constant and should not be messed
>    with, but the greyed out display might mislead users to believe that
>    the selection did not work.
>    

The text is automatically greyed out when the input is made 
non-editable. We would need to override some Swing method (probably 
paint()) to fix that. I'll have a look at this.

> [UNCLEAR]
>
>    Should the advisor panels be resizeable?  They used to be, but seem
>    to be fixed now.  I know Paolo was working on BR#1694733 but that
>    refers mainly to smallish dialog boxes.
>
> [BLOCKER/LATER]
>
>    Native convert production (BR#3487679) was still failing.  I thought
>    this was fixed, but recent play testing cast some doubt.  It turns
>    out that the test for a population>  2 was failing, as it only
>    considered the native `in' the settlement (of which there usually 2
>    with DefendSettlementMissions), and ignored the natives on the
>    settlement tile.  An easy fix (add in the tile population) will go
>    in soon.  However a deeper bug is that not all natives have valid
>    missions, there are natives just hanging around their settlement
>    doing nothing (although they do correctly contribute to production).
>    If these had WorkInsideSettlementMissions, with the location set to
>    the settlement, the current conversion logic would just work as
>    intended.  Looks like NativeAIPlayer needs some revision, and
>    WorkInsideColonyMission needs to be generalized.
>
>
> Also on the TODO list is to convert the sourceforge project to their
> new format, and to get the git repo online.  Release first however.
>
> Cheers,
> Mike Pope
>    

Regards

Michael


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