Search found 413 matches

by Lachu
Sat Mar 28, 2020 3:32 pm
Forum: Contribution
Topic: Difference between phase and turn?
Replies: 4
Views: 97

Re: Difference between phase and turn?

I thnik I understood now. Progress has mechanism to use lua signals as requirements of effect. It uses signals tables/linked list, put signal name with parameters once called and clear this list once new turn appear. But I think we need to count counter, when lua event being fired, not once effect a...
by Lachu
Sat Mar 28, 2020 9:32 am
Forum: Contribution
Topic: Difference between phase and turn?
Replies: 4
Views: 97

Re: Difference between phase and turn?

Ignatus wrote:May we call counters recalculation by the same function that invokes the corresponding Lua callback?

I don't known exactly, what you mean. I think for AI better is do not use LUA, but I known nothing about programming AI, so I don't known making AI understand counters is doable.
by Lachu
Fri Mar 27, 2020 10:25 am
Forum: Contribution
Topic: Difference between phase and turn?
Replies: 4
Views: 97

Difference between phase and turn?

I prepared player-related counters ;patch, so I could probably selects between phase or turn end code http://www.hostedredmine.com/issues/859061 But I need to add recalculation of world counters, when each player end moving, so I need to clarify difference between phase and turn, so calculations won...
by Lachu
Fri Mar 27, 2020 9:14 am
Forum: Rulesets and modpacks
Topic: Civ5 Ruleset and New Community Graphics+Sounds
Replies: 18
Views: 1730

Re: Civ5 Ruleset and New Community Graphics+Sounds

So I need also to implement other counter types (World, Units, Cities) and add a way to multiply effect value by counter value. Progress allows to multiply effect value by counter value. Mod vendor could use string vector in effect section. Each element of string vector represent counter/multipliers...
by Lachu
Thu Mar 26, 2020 5:27 pm
Forum: Rulesets and modpacks
Topic: Civ5 Ruleset and New Community Graphics+Sounds
Replies: 18
Views: 1730

Re: Civ5 Ruleset and New Community Graphics+Sounds

http://www.hostedredmine.com/issues/859061 It seems to works, but I need suggestions about code formatting/quality. I known, that in one place I should free memory after use, but I will repair this tomorrow. Today I wait for suggestions. Aha. I discovered, that my work related to progress covers onl...
by Lachu
Sun Mar 22, 2020 5:28 pm
Forum: Rulesets and modpacks
Topic: Civ5 Ruleset and New Community Graphics+Sounds
Replies: 18
Views: 1730

Re: Civ5 Ruleset and New Community Graphics+Sounds

Policies, golden ages and great people could be implemented as a ruleset of progress. I currently doesn't have much time to advance progress game, bu I would be happy to get some help or integrate changes to Freeciv. How does your counters implementation compare to Feature #859061 ? The long term g...
by Lachu
Fri Mar 13, 2020 1:55 pm
Forum: Rulesets and modpacks
Topic: Civ5 Ruleset and New Community Graphics+Sounds
Replies: 18
Views: 1730

Re: Civ5 Ruleset and New Community Graphics+Sounds

Lachu, I can't see the code but it might be possible to make this a server setting. Do you have a github to look at, and some help to know which files? I publish information about this game on this forum, so search for Postęp or Progress (I known searching for postęp might be difficult, but Progres...
by Lachu
Mon Mar 09, 2020 7:26 pm
Forum: Wishlist
Topic: Differentiated veteran systems
Replies: 2
Views: 972

Re: Differentiated veteran systems

I propose to also use effects and multipliers, so mod authors could define more generic veteran system in future, like more happy effect per more skilled warrior.
by Lachu
Fri Mar 06, 2020 4:40 pm
Forum: Wishlist
Topic: home city for homeless when killunhomed>0
Replies: 6
Views: 771

Re: home city for homeless when killunhomed>0

I propose add new action, which consumes and requires 100% MP, but disable killunhomed effect for actor, but also disables HP regen. But.. I don't know, what name should be use for make it reality (made possible not degrade reality of gameplay, when introduce this action). Maybe add this action also...