Search found 471 matches
- Sun Dec 17, 2017 9:25 am
- Forum: Wishlist
- Topic: Generalize Adjacent Water Borders
- Replies: 1
- Views: 20
Removes the automatic adjacent-to-city border water claim rule from normal border claiming. Adds new override claim rule, both checks of which must be true: -Tile is within SQUARE ROOT of RADIUS_SQ_CITY_FORCED range of a CITY. -Tile failed 'standard' border claims. --Works the same as standard borde...
- Sun Dec 17, 2017 9:20 am
- Forum: Wishlist
- Topic: Separate Queue for Units and Buildings
- Replies: 3
- Views: 30
In a city with a million people, why wouldn't you be able to build a granary at the same time you train a legion? I don't have much hope for such a massive change to come, but one could wish. Separating units and buildings sanely requires two fundamental changes to how production is handled. I] Sepa...
Summary of New and Redacted stuff. Updated and Simplified Wish: 28) Make_Unhappy: Makes extra citizens unhappy. Applied before Make_Content affect. This could be used for things like Propaganda effects that would make citizens in other nations unhappy. New Wishes: 46) 'Neutral' diplomatic status: Th...
Updated version of my old wishlist! I believed I've filtered out all the obsolete ones, though some old ones made a return with some changes. Some of the larger ones are also liable to be exported to their own threads and linked. http://forum.freeciv.org/f/viewtopic.php?f=13&t=51 UNITS 2) Abilit...
Lachu wrote:GriffonSpade wrote:Wouldn't this be doable with a Policy slider(2.6+)?
Probably not, because policy/multipliers multiply value of effects. Mobilization disallows to produce civilian buildings.
Hmm, you're right. If you blocked the buildings, it would also block out their effects too, wouldn't it?
Alright, here's the idea for Event Tokens. They are stored in two parts for each player. The First Part stores the turn number of the most recent occurance of an event. The Second Part checks if an event has occured withinin X turns, and can be used in effects. First Part example: [event_turn_unit_v...
- Fri Dec 15, 2017 10:35 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.0 ruleset can do
- Replies: 113
- Views: 49200
Auto attack "Provoking" unit type flag. See patch #7943 The new unit type flag "Provoking" now controls what unit types should be auto attacked even if the attacker has better odds defending against it than attacking it. The old hard coded rule was to autoattack diplomats and tr...