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[Freeciv-Dev] Re: Generalised improvements testing
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To: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>, "Daniel_Sjölie" <deepone@xxxxxxxxxx>
Cc: Raahul Kumar <raahul_da_man@xxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Generalised improvements testing
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Thu, 13 Dec 2001 16:58:35 -0800 (PST)

--- Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx> wrote:
> On Thu, 13 Dec 2001, Daniel Sjölie wrote:
> 
> > Ok, I tried it... Compiles fine and seems to work with the saves I
> > tried... Didn't dig into anything really though...
> 
>       Well, my own testing (partly prompted by the "island_improv" bug 
> that Jason came across) has revealed some problems, and I'll address these 
> in a "version 2" of the patch(es), probably over the weekend. The problems 
> I've encountered are:
> 
> 1. Data for barbarian players not initialised properly (causes the 
>    "island_improv" assertion failure) as I didn't consider the addition of 
>    players _after_ game start. This will also cause a similar problem with 
>    the creation of a new AI player on civil war. Will be fixed in 
>    effect-init2.patch (to appear shortly)
> 2. All Wonders apply happiness bonuses _after_ martial law, while all 
>    non-Wonders apply them before. This is inconsistent with standard 
>    Freeciv behaviour. Already fixed - expect new effect-city* patches 
>    shortly.
> 
>       My code also affects Fundamentalism (in two ways: 1. tithes from 
> content-making buildings and 2. no unhappy citizens) and the calculation 
> of city pollution. I have not extensively tested either aspect, so if you 
> have savegames that use Fundamentalism and/or have heavily polluted 
> cities, I'd be interested to see whether the code "works".

Anything else you would like to have tested? I'll get cracking on
fundamentalist
govs as soon as possible.

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