Search found 401 matches

by GriffonSpade
Thu Apr 20, 2017 11:36 pm
Forum: Art and tilesets
Topic: Art required for freeciv proper (2.6)
Replies: 27
Views: 11870

Re: Art required for freeciv proper (2.6)

http://forum.freeciv.org/f/viewtopic.php?f=12&t=384&p=2282&hilit=canal#p2282 The background actually came from the specialists background, most of which I was able to composite together. You may want to slightly retouch the center area to your liking (for example, making it all one soli...
by GriffonSpade
Tue Apr 18, 2017 8:40 pm
Forum: Art and tilesets
Topic: Art wanted for showcasing game engine features (2.6+)
Replies: 21
Views: 9341

Re: Art wanted for showcasing game engine features (2.6+)

These animals look awesome! Really good work here. Now only needs a mountain lion :P.

Having the storm there is kinda interesting too. I can see some uses for that, especially making it unreachable.
by GriffonSpade
Tue Apr 18, 2017 8:35 pm
Forum: Art and tilesets
Topic: Art required for freeciv proper (2.6)
Replies: 27
Views: 11870

Re: Art required for freeciv proper (2.6)

Hmm, that marble looks pretty good. Some of them look a bit off, or need outline softening for the larger tilesets, though.
by GriffonSpade
Thu Mar 30, 2017 7:59 pm
Forum: Single player
Topic: Cost to change production within type?
Replies: 4
Views: 163

Re: Cost to change production within type?

Does this mean that there is no penalty for changing production within a given type? E.g. switching from Phalanx (unit) to Trireme (unit). OR is there just a lesser penalty? I am playing web version via email, if that matters. I'm not sure how this is handled in Freeciv-web, but in the regular vers...
by GriffonSpade
Sun Mar 26, 2017 1:22 am
Forum: Rulesets and modpacks
Topic: modding city defense bonus
Replies: 8
Views: 283

Re: modding city defense bonus

There are rulesets with extra bonuses to defense in city that do can be modded. Open the file effects.ruleset (placed in a folder with the same name than the ruleset). Then search for "Defend_Bonus", until you find an effect like this: type = "Defend_Bonus" value = 50 reqs = { &...
by GriffonSpade
Fri Mar 24, 2017 7:31 pm
Forum: Forum
Topic: Zombie Invasion
Replies: 5
Views: 7009

Re: Zombie Invasion

Another idea that might help is just adding a 10 new threads per day cap. I doubt anyone ever needs 5 new threads in a day, much less 10.
by GriffonSpade
Fri Mar 24, 2017 5:45 pm
Forum: Contribution
Topic: Dijkstra's algorithm for path computation
Replies: 3
Views: 2017

Re: Dijkstra's algorithm for path computation

I think what LobsterNinja notices could be caused by zones of control. When a unit can not move to a tile due to zones of control of enemy units, the autopath tries to find an alternative path that avoid those tiles, and looks like not optimal. However, I think this is one of the main weaknesses of...
by GriffonSpade
Fri Mar 24, 2017 5:28 pm
Forum: Contribution
Topic: civ2civ3 and sandbox
Replies: 5
Views: 254

Re: civ2civ3 and sandbox

I plan to create some patches for this ruleset to take advantage of some of the latest changes. Which one should I modify if I work with trunk version, civ2civ3 or sandbox? There are a couple of patches related to unit defense balance that I would like to send for v2.6. Am I still in time to send c...
by GriffonSpade
Fri Mar 24, 2017 2:17 am
Forum: General discussion
Topic: HostedRedMine?
Replies: 1
Views: 93

HostedRedMine?

Is the project making a move from GNA over to HRM?
by GriffonSpade
Fri Mar 24, 2017 1:57 am
Forum: Wishlist
Topic: Nation Selection: Random from Nation Group
Replies: 1
Views: 109

Re: Nation Selection: Random from Nation Group

This is something I never knew I wanted. But I really want it.

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