Search found 137 matches

by Ignatus
Mon Apr 08, 2019 3:10 pm
Forum: Gameplay
Topic: How to see winning chance when fortified and other question
Replies: 3
Views: 120

Re: How to see winning chance when fortified and other question

There is a client option wether you cancel tasks of a selected unit.
by Ignatus
Sat Mar 30, 2019 7:46 pm
Forum: Freeciv-web
Topic: Making every unit a partisan
Replies: 5
Views: 184

Re: Making every unit a partisan

Maybe we should limit the number of upkeepless units per civilization. This can also help to simulate Civ3 behaviour (all units are not bound to any specific cities, but some gold is paid for ones exceeding a constant + sum of the effect per city) at other rulesets. Or maybe a somehow realistic idea...
by Ignatus
Sat Mar 30, 2019 7:19 pm
Forum: Rulesets and modpacks
Topic: Question: Lua Script Effects Module
Replies: 4
Views: 128

Re: Question: Lua Script Effects Module

Ah, you want to trigger effects? Sorry, they are mostly not triggerable with Lua, the effects module contains only checking functions that return the effect's current value and can't modify it. It is not done intentionally to keep the rules simple enough, especially for the AI. In theory, AI love ma...
by Ignatus
Sat Mar 30, 2019 11:46 am
Forum: Rulesets and modpacks
Topic: Question: Lua Script Effects Module
Replies: 4
Views: 128

Re: Question: Lua Script Effects Module

If I try effects.world_bonus(effect_type_name), where effect is example Reveal_Map, it produces error: bad argument #2 to 'world_bonus' (got 'nil', 'string' expected). Why is there an argument #2? The function arguments are enumerated from 2, AFAIK. Have you assigned effect_type_name = "Reveal...
by Ignatus
Sun Mar 24, 2019 4:14 pm
Forum: Gameplay
Topic: Playing as Barbarians in FreeCiv
Replies: 5
Views: 178

Re: Playing as Barbarians in FreeCiv

This 2.1 manual might still work.
by Ignatus
Thu Mar 21, 2019 6:27 am
Forum: Rulesets and modpacks
Topic: TradeRoute Effect Requirement
Replies: 5
Views: 245

Re: TradeRoute Effect Requirement

Binding effectively Player-wide effect to traderoute system seems rather a kludge. Maybe it's possible to replace it with some regular buildings in all affected cities, or with multiplier sliders. Really, we should have player-wide counters for regular buildings, but we'll hardly get them earlier th...
by Ignatus
Mon Mar 18, 2019 2:55 pm
Forum: Rulesets and modpacks
Topic: TradeRoute Effect Requirement
Replies: 5
Views: 245

Re: TradeRoute Effect Requirement

Absolutely correct. If you want to check connectivity to a specific city, you can try to produce some kind of goods in that city and in any city with Traderoute-ranged requirement on the same goods (but I have not tested it).
by Ignatus
Sun Mar 17, 2019 3:28 pm
Forum: Rulesets and modpacks
Topic: TradeRoute Effect Requirement
Replies: 5
Views: 245

Re: TradeRoute Effect Requirement

Within this range, the city itself and directly connected cities are checked. If traderoutes are oriented in the ruleset, both "in" and "out" partners are checked without any way to distinguish.
by Ignatus
Mon Feb 25, 2019 4:22 am
Forum: Wishlist
Topic: unitwaittime: a pairs of ideas to soften it
Replies: 3
Views: 172

Re: unitwaittime: a pairs of ideas to soften it

Yes, likely, they are, just not yet in Gtk clients.
by Ignatus
Sat Feb 23, 2019 1:50 pm
Forum: Wishlist
Topic: unitwaittime: a pairs of ideas to soften it
Replies: 3
Views: 172

unitwaittime: a pairs of ideas to soften it

1. Resume the action that was blocked by unitwaittime at turn start a short while since it's over. That requires an iteration over all units per pulse, but nothing too difficult to do. 2. There are days when some players can play only for several hours. If there is the turn change within this interv...