Search found 266 matches

by Ignatus
Wed Jan 22, 2020 5:37 am
Forum: Help wanted
Topic: Patching
Replies: 6
Views: 93

Re: Patching

Connect the files to a git repository. If you don't want to download again, there is a way to create a bare repo and copy files there, scan the internet. Then follow git manpages. You can make pull requests or send patches to HRM, see https://freeciv.fandom.com/wiki/How_to_contribute
by Ignatus
Tue Jan 21, 2020 3:48 pm
Forum: Wishlist
Topic: Tech upkeep based on population (Settled Area)
Replies: 3
Views: 1160

Re: Tech upkeep based on population (Settled Area)

It's much how Civ4 civics are upkept, just with some free/penalty pop and cities and with separate count for each civic (~government) in use.
by Ignatus
Thu Jan 16, 2020 8:11 pm
Forum: Rulesets and modpacks
Topic: Weird bombardment behaviour
Replies: 9
Views: 117

Re: Weird bombardment behaviour

The first quirk is a rumour: Battleships are able to baombard cities even without this flag. Can someone confirm this? This is just a rumour. It comes from the so-called "coastal bombardment rule": if a unit attacks a non-native tile and the defender can't exist at the attacker's tile, bo...
by Ignatus
Mon Jan 13, 2020 5:09 pm
Forum: Forum
Topic: Plusing posts?
Replies: 0
Views: 54

Plusing posts?

When I see some sane thing said in a post, it's sometimes too many tapping to post "(quote)Give starting $100 to all new players(/quote) A really good idea!". May we have some simple rating buttons, especially at Wishlist forum? So that we could thank good ideas immediately, and the develo...
by Ignatus
Fri Dec 27, 2019 6:48 pm
Forum: Rulesets and modpacks
Topic: A naval diplomat
Replies: 2
Views: 253

A naval diplomat

What about allowing at some point (e.g. Navigation,Player+MarcoPolo(GW),World) a unique naval diplomat? This is possible even in 2.5, your diplomat must be just on a native tile to act, so a ship with "Diplomat" flag will be able to bribe ships in the sea or incite ports while it is not in...
by Ignatus
Fri Dec 27, 2019 5:46 pm
Forum: Rulesets and modpacks
Topic: civ2civ3 Engineers Not Able to Irrigate Desert to Farmland?
Replies: 2
Views: 173

Re: civ2civ3 Engineers Not Able to Irrigate Desert to Farmland?

It's intentional because it would not give more food and would prevent super highways trade bonus. You can get desert/farmland from global warming but can't make it yourself. The automatic documentation probably misses some complex cases, maybe one should document it manually.
by Ignatus
Thu Dec 19, 2019 6:23 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 142
Views: 80699

Re: Changes in what a 2.6 rule set can do

Wahazar wrote:How to define icons for policies? In Qt help I see identical default gov. icons for each policy,
I tried to define it by standard graphic statement, but is doesn't make any effect neither error code:

There is no such parameter yet. Some bug in Qt help widget?
by Ignatus
Mon Dec 16, 2019 3:07 pm
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 41
Views: 7314

Re: R.I.P Not responding.

[Output_Waste_0] type    = "Output_Waste" value   = 100 reqs = {     "type",        "name",      "range"       "OutputType",  "science",   "Local"       "NationGroup", "Barbarian", "Player" } This ef...
by Ignatus
Sat Dec 07, 2019 9:28 pm
Forum: Wishlist
Topic: Differentiated veteran systems
Replies: 0
Views: 481

Differentiated veteran systems

Currently, any unit type has only one veteran system, either common or individual, that is used for all means (we can set "NoCombatVeteran" flag for units that are promoted only by working). I propose a feature (influenced by CivIV) that a unit may get veterancies in different businesses t...
by Ignatus
Thu Dec 05, 2019 3:18 pm
Forum: Wishlist
Topic: BarbarianTechBoat
Replies: 1
Views: 243

Re: BarbarianTechBoat

As a kludge for now, you can replace the caravels etc. with motorboats and destroy them in "turn_start"/"turn_begin" signal, the units will be resqued (but their number will be still limited to the original boat).