Complete.Org: Mailing Lists: Archives: freeciv-dev: December 2001:
[Freeciv-Dev] Several bugs discovered when playing large civilisations
Home

[Freeciv-Dev] Several bugs discovered when playing large civilisations

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Cc: s.yeates@xxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Several bugs discovered when playing large civilisations
From: "<s.yeates@xxxxxxxxxxxxxxxx>" <say1@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 05 Dec 2001 13:52:25 +1300
Reply-to: s.yeates@xxxxxxxxxxxxxxxx

I enjoy playing large civilisations, but have found a number of bugs:

* Some mass operations (such as selling the same improvement in 700+ cities at 
once via the economy report) cause the client to crash. The message on the 
server is: "cut connection say1 from localhost (connection incomplete) due to 
huge send buffer (2)". Some of the requested actions are performed, but not all.

* When the client is restarted after such a crash, moves are MUCH faster for 
the first few moves. Is this a bug?

* When a spy tries to subvert a capital city it names a price (1000000 gold), 
but if you save that much money the city will not subvert.

* When many (hundreds) of cities are selected in the cities report, changing 
their production takes an inordinately long time (the display is updated 
between each?)

I know these bugs probably don't impact on most users games, and are low 
priority.

stuart


--    stuart yeates <s.yeates@xxxxxxxxxxxxxxxx> aka `loam'
  "To err is human--but it feels divine."  --  Mae West
X-no-archive:yes



[Prev in Thread] Current Thread [Next in Thread]
  • [Freeciv-Dev] Several bugs discovered when playing large civilisations, <s.yeates@xxxxxxxxxxxxxxxx> <=