Search found 648 matches
- Mon Jul 22, 2024 5:58 am
- Forum: Wishlist
- Topic: OR condition for requirement vectors (was possible with nreqs, but not any more)
- Replies: 7
- Views: 3199
Re: OR condition for requirement vectors (was possible with nreqs, but not any more)
Yes. I too once wanted to make OR reqs but looked into the code and understood it won't work.
- Sun Jul 21, 2024 12:24 pm
- Forum: Wishlist
- Topic: OR condition for requirement vectors (was possible with nreqs, but not any more)
- Replies: 7
- Views: 3199
Re: OR condition for requirement vectors (was possible with nreqs, but not any more)
nreqs = {"type", "name", "range", "present" "Terrain", "Tundra", "Local", FALSE "Terrain", "Forest", "Local", FALSE } Won't work. On Forest, the 1st nreq fires, on Tundra, the 2nd. To get ORed reqs, ...
- Sat Jul 20, 2024 9:50 pm
- Forum: Wishlist
- Topic: OR condition for requirement vectors (was possible with nreqs, but not any more)
- Replies: 7
- Views: 3199
Re: OR condition for requirement vectors (was possible with nreqs, but not any more)
It was theoretically NOT possible with nreqs to make an OR-vector sich that you can't achieve an equivalent effect in reqs I don't understand what this sentence means. Also, I'm not sure what exactly <=> means. a OR b OR c is equal to NOT ( NOT a AND NOT b AND NOT c) I mean that you have lost actua...
- Sat Jul 20, 2024 6:33 pm
- Forum: Wishlist
- Topic: OR condition for requirement vectors (was possible with nreqs, but not any more)
- Replies: 7
- Views: 3199
Re: OR condition for requirement vectors (was possible with nreqs, but not any more)
It was theoretically NOT possible with nreqs to make an OR-vector sich that you can't achieve an equivalent effect in reqs (provided that you don't bump into vector length limit): !(a || b || c) <=> !a && !b && !c If I recall it right, nreqs are innerly stored in reqs since the versi...
- Fri Feb 09, 2024 5:48 am
- Forum: Rulesets and modpacks
- Topic: How to define a non-base buildable extra?
- Replies: 6
- Views: 3286
Re: How to define a non-base buildable extra?
Same for bases. I assume one is for fort and the other for airbase? Again, I need a new one, not overwrite the existing one. Likely, you should in [base_resort] write gui_type = "Other", that detatches your base from standard keys and menu items labels for which defined in [extraui] secti...
- Mon Jan 29, 2024 9:55 am
- Forum: Gameplay
- Topic: How do you disable pollution?
- Replies: 8
- Views: 25663
Re: How do you disable pollution?
https://freeciv.fandom.com/wiki/Cities#Pollution Your cities produce some (effects controlled) amount of pollution points proportionally to its population and its production per turn. This anount contributes to the probability that a pollution extra appears in one of the city tiles. But base_pollut...
- Fri Jan 05, 2024 12:20 am
- Forum: Wishlist
- Topic: Better plundering of cities
- Replies: 0
- Views: 32469
Better plundering of cities
In CivIII, a barbarian unit hitting an undefended city does those actions: Destroy building/production (if any), Plunder gold (depending on city number, around 15 for 10 cities, until your treasury is empty), Kill a citizen (probably, not the last one). The problems to solve about reproducing this b...
- Wed Jan 03, 2024 4:41 pm
- Forum: Rulesets and modpacks
- Topic: 'User Action 1' not working
- Replies: 33
- Views: 970215
Re: 'User Action 1' not working
Action: Heal Unit in range Can promote Effect: Heal unit immediately (And gain experience with that) Easy to do... but alas yet not done in hard code part, we don't have convenient ways of multitile actions other than nuking, health manipulation and promotion control. For healing a unit, you probab...
- Wed Jan 03, 2024 4:18 pm
- Forum: Rulesets and modpacks
- Topic: 'User Action 1' not working
- Replies: 33
- Views: 970215
Re: 'User Action 1' not working
Like, for effects of 1 turn duration you can put an extra with disappearance chance 10000. If I see it correctly, extras disappear after all turn's cities collect their production points.
- Wed Jan 03, 2024 11:00 am
- Forum: Rulesets and modpacks
- Topic: 'User Action 1' not working
- Replies: 33
- Views: 970215
Re: 'User Action 1' not working
it uses Ruins graphics. You likely want to change also your tileset to have an "invisible" extra gfx Well, in 3.1 you can as well use negative visibility_req, but I'm afraid it will make some data in client irrelevant, so better yes, get opaque sprite. Maybe we can ever allow spriteless e...