Search found 101 matches

by Ignatus
Sat Jan 19, 2019 9:37 pm
Forum: Rulesets and modpacks
Topic: No gold & no science for a government
Replies: 3
Views: 30

Re: No gold & no science for a government

Yes, it's hardcoded in common/city.c that the government governments.during_revolution spends 100% on luxuries (checked for 2.5 and 3.0). This parameter is set in governments.ruleset.
by Ignatus
Wed Jan 16, 2019 8:42 pm
Forum: Longturn
Topic: LT47 lazy boy's amplio2 graphics
Replies: 0
Views: 44

LT47 lazy boy's amplio2 graphics

Made any graphics for Fusion * units. Just copy data/amplio2 directory and replace the files unit.spec and unit.png (or even replace them in-place, I put them on empty slots). Longboat and Flagship Frigate are found here (but the server is not yet displaying them).
units.png
by Ignatus
Wed Jan 16, 2019 9:58 am
Forum: General discussion
Topic: Effectively a bug: unit disbandment during peace
Replies: 13
Views: 295

Re: Effectively a bug: unit disbandment during peace

Corbeau wrote:Also, what happens to military unhappiness in that case?

Likely, when there are no borders, borders don't help mil. unhappiness. You can only deploy your mil. units in cities to avoid it (or bases if they eliminate unhappiness, don't know if far away bases do).
by Ignatus
Mon Jan 14, 2019 8:45 pm
Forum: General discussion
Topic: Effectively a bug: unit disbandment during peace
Replies: 13
Views: 295

Re: Effectively a bug: unit disbandment during peace

Comments about 'right of passage' have come up before - is this in addition to alliance or instead of? If it is in addition then what extra do you get with alliance? ... Perhaps instead of "mil.unit" we could have a unit (class?) flag - expellable - so I could put it on settlers. The Civ3...
by Ignatus
Mon Jan 14, 2019 3:10 pm
Forum: General discussion
Topic: Effectively a bug: unit disbandment during peace
Replies: 13
Views: 295

Re: Effectively a bug: unit disbandment during peace

Can anyone spell out exactly what happens in any of the commercial games? CivIII: units of different nations neither can stack nor are disallowed to enter any spare tile on any DiplRel. If your unit (even worker) is on another player territory (and in this game everything inside and something aroun...
by Ignatus
Sat Jan 12, 2019 8:57 pm
Forum: Contribution
Topic: Testing client scripts for player stats
Replies: 0
Views: 38

Testing client scripts for player stats

I have wrote client scripts to collect some player stats and found some undocumented limitations: 1. You can't get original founder of a city (current owner returned always). 2. Of course you are severely limited in getting information on civs you don't see (only seen units and known cities are repo...
by Ignatus
Sat Jan 12, 2019 7:55 pm
Forum: Wishlist
Topic: trireme on land exploit
Replies: 12
Views: 264

Re: trireme on land exploit

Fortified or not, the main exploit is, that you don't see what is inside but must fight with it, while middle mouse button fools you showing odds for trireme. In case of ship on sea, you fight with ship itself. There should be the same situation in both cases. Option to choose 'fight with ship' or ...
by Ignatus
Sat Jan 12, 2019 5:02 pm
Forum: Wishlist
Topic: trireme on land exploit
Replies: 12
Views: 264

Re: trireme on land exploit

I've studied what happens in editor for civ2civ3 at 2.6. Fortifiability depends on not loaded state but terrain. And it is lost if your transporter moves. (Within it, the loaded unit is considered not moved for normal HP regeneration, even if unloaded/reloaded in process). So, fortifying your phalan...
by Ignatus
Sat Jan 12, 2019 1:40 pm
Forum: Wishlist
Topic: trireme on land exploit
Replies: 12
Views: 264

Re: trireme on land exploit

Yes, really, we should not allow transported units to be fortified at all. In fc3.0 we have UnitState Transported and can put it into negative of Fortify action enabler; maybe we should give all transported units the same regeneration bonus, or maybe not (it's difficult to repair tanks on a ship in ...
by Ignatus
Mon Jan 07, 2019 11:50 pm
Forum: General discussion
Topic: Q: Does damage affect bombard rate?
Replies: 9
Views: 154

Re: Q: Does damage affect bombard rate?

Lets conclude: bombard unit should have rather low bombard rate and relatively high attack rate. Just what a unit you design: a unit that damages likely but just little or a unit that damages few possible targets but sometimes much. For Civ3 where non-Army units have full HP from 2 to 5 there is no...