Search found 430 matches

by Lachu
Mon Sep 20, 2021 12:46 pm
Forum: Wishlist
Topic: Selections
Replies: 0
Views: 246


I known, Freeciv team probably working on select UI for actions, but this is not only for actions and I describe my idea. Format will be just like that: [selection_goto_1] name = "goto_order_dsc1" type = "tile" // Below my imagination of req type reqs = { "Name", "...
by Lachu
Thu Sep 09, 2021 12:22 pm
Forum: Wishlist
Topic: City classes
Replies: 1
Views: 273

Re: City classes

About buildings, which will give an bonus to other buildings/unit in some radius. I thing there is not necessary to keep city mechanism in Freeciv. Simple: build houses in one tile and university in other. Size of distance university will give bonus (gathering workers) depends on our science and inf...
by Lachu
Fri Feb 12, 2021 7:38 pm
Forum: Rulesets and modpacks
Topic: new rulesets offerred
Replies: 20
Views: 8671

Re: new rulesets offerred

I don't know much about rulesets.
Maybe adding rules like this:
1.Connect: A->B
2.Connect: B->A
by Lachu
Wed Feb 03, 2021 6:46 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 123
Views: 60191

Re: Changes in what a 3.1 ruleset can do

User actions can now target tile extras See Feature #918887 You can now make user actions where the action's enablers target_reqs is evaluated against the target tile's extra owner by setting its target_kind to "tile extras". This makes player requirements like local DiplRel requirements ...
by Lachu
Sun Jan 17, 2021 4:00 pm
Forum: Wishlist
Topic: Yet another suggestin of realistic unit supply
Replies: 1
Views: 1396

Re: Yet another suggestin of realistic unit supply

In Civilization 6 some units needs supply. If player can't supply unit, It combat strength get reduced. I propose create storagehouse, where player can send caravan/cargo. Units will get combat strength bonus depending on destination to nearest storagehouse. Eventually, units may refuel in storageho...
by Lachu
Wed Jan 06, 2021 7:32 pm
Forum: Wishlist
Topic: Requirement-dependent sprites in tilesets
Replies: 1
Views: 1337

Re: Requirement-dependent sprites in tilesets

I have hate quite similar idea. It is unit per-player sprite/data depending on requirement vector. It could be especially useful for tech-related requirement. If player A decided to attack player B with horseman and player B don't have animal husbandry(or horseback ridding) discovered, player B coul...
by Lachu
Fri Dec 25, 2020 12:45 pm
Forum: General discussion
Topic: Hotseat?
Replies: 16
Views: 17152

Re: Hotseat?

I can implement hotseat mode, I think. [...] Any update on this? ;-) Sorry. Currently I have higher priority projects and my other patches to Freeciv was rejected, so I must increase my code/patch quality. Currently I'm trying to port Progress to Nim, so there's need less power to introduce new fea...
by Lachu
Sat Nov 21, 2020 4:10 pm
Forum: Wishlist
Topic: Create land tiles over sea
Replies: 4
Views: 2277

Re: Create land tiles over sea

In newer Civ series, all units could attack from sea tiles, but have reduced strength when attacking from sea. Player could select unit promotion, which allows to turn off this impact. Maybe simply allow each unit to attack from sea, but units with special flag (marine) doesn't have reduced attack? ...
by Lachu
Sun Oct 11, 2020 5:54 pm
Forum: Wishlist
Topic: [Client] Event-driven notes
Replies: 1
Views: 1347

[Client] Event-driven notes

It's idea to allow remember tactic and strategy. It solves problem of forgiving important strategic points, whereas we don't play long ago and load save game. How it would works? Server will send events to client, unit is built for example. User could connect event list (and operator between each ev...
by Lachu
Wed Sep 16, 2020 6:34 pm
Forum: Wishlist
Topic: Unit controllable boundary growth
Replies: 6
Views: 2643

Re: Unit controllable boundary growth

I have other solution about unhappiness. Simply don't add unhappiness if enemy unit is near of city in our territory, but add this if enemy unit is near city (even on territory belongs to player ally or owned by player).