Search found 471 matches

by GriffonSpade
Sun Dec 17, 2017 9:25 am
Forum: Wishlist
Topic: Generalize Adjacent Water Borders
Replies: 1
Views: 20

Generalize Adjacent Water Borders

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...
by GriffonSpade
Sun Dec 17, 2017 9:20 am
Forum: Wishlist
Topic: Separate Queue for Units and Buildings
Replies: 3
Views: 30

Separate Queue for Units and Buildings

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...
by GriffonSpade
Sun Dec 17, 2017 9:09 am
Forum: Wishlist
Topic: My Wishlist
Replies: 2
Views: 41

Re: My Wishlist

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...
by GriffonSpade
Sun Dec 17, 2017 9:08 am
Forum: Wishlist
Topic: My Wishlist
Replies: 2
Views: 41

My Wishlist

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...
by GriffonSpade
Sun Dec 17, 2017 8:56 am
Forum: Wishlist
Topic: Bombardment/Anti-Air actions
Replies: 2
Views: 506

Re: Ranged/Air Attack actions

Updated first post with newest revision.
by GriffonSpade
Sun Dec 17, 2017 5:38 am
Forum: Wishlist
Topic: Mobilization
Replies: 7
Views: 110

Re: Mobilization

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?
by GriffonSpade
Sat Dec 16, 2017 8:26 pm
Forum: Wishlist
Topic: Event Tokens
Replies: 1
Views: 34

Event Tokens

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...
by GriffonSpade
Sat Dec 16, 2017 7:24 pm
Forum: Wishlist
Topic: Mobilization
Replies: 7
Views: 110

Re: Mobilization

Wouldn't this be doable with a Policy slider(2.6+)?
by GriffonSpade
Fri Dec 15, 2017 10:47 pm
Forum: Contribution
Topic: No bombard messages?
Replies: 2
Views: 102

Re: No bombard messages?

What circumstances is bombard not generating messages?

Game version?
Being bomarded?
Bombarding someone else?
by GriffonSpade
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

Re: Changes in what a 3.0 ruleset can do

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...