Search found 301 matches

by Lachu
Sat Jun 16, 2018 3:55 am
Forum: Wishlist
Topic: Resource accumulation
Replies: 6
Views: 355

Re: Resource accumulation

you are thinking of a system where the stockpiles of special resources be on the tiles they are gathered from You are right. but building Knights would use-up horses faster than they can be created, I introduced exhaust value/meter. When we built knight, exhaust meter was increased for nearest iron...
by Lachu
Fri Jun 15, 2018 7:53 am
Forum: Wishlist
Topic: Resource accumulation
Replies: 6
Views: 355

Re: Resource accumulation

My bad. My English is poor.

I don't think exhaust level are added to production (shields), but to production cost.
by Lachu
Thu Jun 14, 2018 11:01 am
Forum: Wishlist
Topic: Resource accumulation
Replies: 6
Views: 355

Re: Resource accumulation

I have (possibly) better idea: production of good needing some resources making production other kind needing the same resource longer. How it would work? Each square with resource have exhausting meter, but resource won't exhaust. When producing (for example) legion, which needs iron, then for each...
by Lachu
Fri May 25, 2018 6:28 pm
Forum: General discussion
Topic: Postęp game
Replies: 61
Views: 9700

Re: Postęp game

I now try to implement triggers in effects.ruleset. Probably the last part is new requirement type to comparing imported object with range. I will explain. Current implementation of triggers exports each variable gained from iterators, like IterationOfPlayers. Another effect could have import table....
by Lachu
Mon May 21, 2018 5:58 pm
Forum: Wishlist
Topic: Specialised cities.
Replies: 0
Views: 122

Specialised cities.

The idea is connection between ideas from Civilization 6 and classic civilization. (1/2/others). Civilization VI introduced districts (but ideas similar to districts are proposed on Freeciv forum), which radically changes game play. In civilization VI there's also buildings, which effects apply to s...
by Lachu
Mon May 21, 2018 5:47 pm
Forum: Wishlist
Topic: Policies' value visible by others.
Replies: 0
Views: 84

Policies' value visible by others.

The idea is about possibility to create policies visible by other player. It is feature for ruleset authors. Imagine we can adjust focus on some way to achieve victory: science, culture or domination. If it could be restricted like tax rates (sum of level of each must be 100) and each policy will gi...
by Lachu
Tue May 15, 2018 6:17 am
Forum: General discussion
Topic: Hotseat?
Replies: 13
Views: 4426

Re: Hotseat?

I can implement hotseat mode, I think. Of course, If I found a little spare of time. Firstly: my patch will allow to adding human players in Single Mode lobby screen. Secondly, client will start new client based on path to client (on Unix parameter zero will be used - I don't know what about other s...
by Lachu
Sun May 13, 2018 4:37 am
Forum: Wishlist
Topic: Production bonus in some cases.
Replies: 4
Views: 153

Re: Production bonus in some cases.

I think, you are kidding me ;-( .

Spending gold to produce unit faster is already possible. I think, only one type specialized factory could been built in city.
by Lachu
Sat May 12, 2018 4:56 pm
Forum: Wishlist
Topic: Production bonus in some cases.
Replies: 4
Views: 153

Re: Production bonus in some cases.

Other ideas could be:
1. Tanks could been produced faster, when factory is built in city
2. Warriors could been produced faster, when barracks is built in city
by Lachu
Sat May 12, 2018 4:53 pm
Forum: Wishlist
Topic: Production bonus in some cases.
Replies: 4
Views: 153

Production bonus in some cases.

In Civilization IV, there's way to increase wonder production speed by acquiring some resources. 1. Freeciv should implement something similar 2. Additionally, some Wonders could been produced faster if player have some technology 3. In my opinion, civilian units (for example: settlers, engineers, s...