URL:
<http://gna.org/bugs/?21850>
Summary: Old bug - (PR#39399) 2.1 Ancients modpack bug -
still present
Project: Freeciv
Submitted by: None
Submitted on: Fri 21 Mar 2014 06:07:25 UTC
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
Status: None
Assigned to: None
Originator Email:
Open/Closed: Open
Release:
Discussion Lock: Any
Operating System: None
Planned Release:
_______________________________________________________
Details:
There is a bug in the Ancients ruleset that gives this error repeatedly. {d0
u0 g0} Cannot even build a fallback (caravan/coinage/settlers). Fix the
ruleset!
I tried to fix this bug by adding the unit migrants which has the 'Settlers'
role but so far no luck in fixing it.
the original bug report is below
Posted by Ulrik Sverdrup on June 17, 2007 - 18:24:
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=39399 >
2007/6/17, Daniel Markstedt <markstedt@xxxxxxxxx>:
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=39399 >
Freeciv-2.1.0-beta4 on WinXP; while testing the Ancients modpack for
2.1
(ftp://ftp.freeciv.org/freeciv/contrib/modpacks/ancients/ancients-2.1.0-1.tar.bz2)
I keep getting these server messages:
1: Turlough O'Connor's Tara(32,26) [s5 d1282 u4 g0] Falling back -
didn't want to build soldiers, workers, caravans, settlers, or
buildings!
1: Harun al-Rashid's Dubayy(28,47) [s2 d6 u0 g0] Falling back - didn't
want to build soldiers, workers, caravans, settlers, or buildings!
1: Alaric's Warszawa(33,16) [s6 d356 u0 g0] Falling back - didn't want
to build soldiers, workers, caravans, settlers, or buildings!
etc.
~Daniel
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I tried this as well with the S2_1. Great work porting the mod!
The available "Settlers" in the ancients modpack can only build
cities, not act as workers. That is my guess about the origin of this.
The code asks for F_SETTLERS units all the time but:
common/unittype.h:63
F_SETTLERS, /* Does not include ability to found cities */
I also get the message (even worse)
"1: Ambiorix's Avaricum(23,35) [s4 d19568 u22 g0] Cannot even build a
fallback (caravan/coinage/settlers). Fix the ruleset!" because of this
code:
ai/aicity.c:995
/* Fallbacks */
if (pcity->ai.choice.want == 0) {
/* Fallbacks do happen with techlevel 0, which is now default. -- Per */
CITY_LOG(LOG_ERROR, pcity, "Falling back - didn't want to build
soldiers,"
" workers, caravans, settlers, or buildings!");
pcity->ai.choice.want = 1;
if (best_role_unit(pcity, F_TRADE_ROUTE)) {
pcity->ai.choice.choice = best_role_unit(pcity, F_TRADE_ROUTE)->index;
pcity->ai.choice.type = CT_NONMIL;
} else if (best_role_unit(pcity, F_SETTLERS)) {
pcity->ai.choice.choice = best_role_unit(pcity, F_SETTLERS)->index;
pcity->ai.choice.type = CT_NONMIL;
} else {
CITY_LOG(LOG_ERROR, pcity, "Cannot even build a fallback "
"(caravan/coinage/settlers). Fix the ruleset!");
pcity->ai.choice.want = 0;
}
}
----
I don't know if it should look for F_SETTLERS (worker type) or
F_CITIES (build city unit), but in the ancients ruleset there is
really only a F_CITIES unit available at the beginning. I don't know
if this is a bug in ancients or 2.1
ulrik
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