Search found 132 matches

by Ignatus
Thu Mar 21, 2019 6:27 am
Forum: Rulesets and modpacks
Topic: TradeRoute Effect Requirement
Replies: 5
Views: 126

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: 126

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: 126

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: 132

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: 132

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...
by Ignatus
Sat Feb 23, 2019 12:56 pm
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1948

Re: Combat_Rounds effect: to kill or to survive?

Yes, as a first step it will allow to make sensible rulesets. Other options might be thought about later.
by Ignatus
Thu Feb 21, 2019 6:29 am
Forum: Contribution
Topic: Status of freeciv-3.0
Replies: 1
Views: 104

Re: Status of freeciv-3.0

There are concerns for changes in the combat system to accompany the introduction of the rounds-limited combat. While the defender selection may be independent of datafiles (my draft on Wikia), the veteranship mechanism, if changed, probably should have settings associated.
by Ignatus
Mon Feb 18, 2019 8:36 pm
Forum: Wishlist
Topic: Tile-targeted work
Replies: 4
Views: 682

Re: Tile-targeted work

Have not played CivVI myself, the wiki says it works so. That slows down on rough terrain a lot while in other civ games you can move at least one tile a turn. Don't know if attack is an exception.
by Ignatus
Mon Feb 18, 2019 8:28 pm
Forum: Wishlist
Topic: Filters for requirements
Replies: 2
Views: 138

Re: Filters for requirements

Yes, putting some kind of counters of national level would be great; some of them may be allowed to be traded, like CivIII strategic resources and luxuries. Especially, CivIII unit support style would be nice which depends on whole population, not home cities (currently not doable even by Lua). I ha...
by Ignatus
Thu Feb 14, 2019 8:07 pm
Forum: Wishlist
Topic: Filters for requirements
Replies: 2
Views: 138

Filters for requirements

A step to make requirements mechanism in rulesets more flexible: for requirements that test or count several objects, make filters that are requirement vectors for the entities to take into account. For example, design "Wall Street" small wonder that can be built only with 5 banks at the p...