Search found 644 matches

by Ignatus
Fri Feb 09, 2024 5:48 am
Forum: Rulesets and modpacks
Topic: How to define a non-base buildable extra?
Replies: 6
Views: 262

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...
by Ignatus
Mon Jan 29, 2024 9:55 am
Forum: Gameplay
Topic: How do you disable pollution?
Replies: 8
Views: 10691

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...
by Ignatus
Fri Jan 05, 2024 12:20 am
Forum: Wishlist
Topic: Better plundering of cities
Replies: 0
Views: 27988

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...
by Ignatus
Wed Jan 03, 2024 4:41 pm
Forum: Rulesets and modpacks
Topic: 'User Action 1' not working
Replies: 33
Views: 937974

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...
by Ignatus
Wed Jan 03, 2024 4:18 pm
Forum: Rulesets and modpacks
Topic: 'User Action 1' not working
Replies: 33
Views: 937974

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.
by Ignatus
Wed Jan 03, 2024 11:00 am
Forum: Rulesets and modpacks
Topic: 'User Action 1' not working
Replies: 33
Views: 937974

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...
by Ignatus
Tue Jan 02, 2024 3:22 pm
Forum: Rulesets and modpacks
Topic: 'User Action 1' not working
Replies: 33
Views: 937974

Re: 'User Action 1' not working

Maybe a building that is not otherwise buildable. That would better show up in the city dialog. Yes. Like, we could put a requirement {"type", "name", "range", "present" "None", "", "Local", FALSE} into "Reduced Crime" ...
by Ignatus
Tue Jan 02, 2024 2:11 pm
Forum: Rulesets and modpacks
Topic: 'User Action 1' not working
Replies: 33
Views: 937974

Re: 'User Action 1' not working

local id_unit = actor.getId() That's from some other API, ours has actor.id And that won't work if you need ids before you run the action. Likely, you can get ids with something like (sorry, didn't test ) for p in players_iterate() do notify.all("%s's units:", p.name) for u in p:units_ite...
by Ignatus
Tue Jan 02, 2024 10:32 am
Forum: Rulesets and modpacks
Topic: 'User Action 1' not working
Replies: 33
Views: 937974

Re: 'User Action 1' not working

but of course this is not the correct way: /lua cmd find.unit("Marshall"):perform_action("User Action 1") I meant, use chat window to test if the action works at all even if not shown in the interface. Place a marshall next to a city, record ids of the marshall unit (say, 1234) ...
by Ignatus
Tue Jan 02, 2024 12:02 am
Forum: Rulesets and modpacks
Topic: 'User Action 1' not working
Replies: 33
Views: 937974

Re: 'User Action 1' not working

Can you show me how the 'Disrupt Supply Lines' works? It never showed this option for me! That function in sandbox works by "Action_Success_Target_Move_Cost" effect. That one is an action-based effect that subtracts movement fragments from the target, so Lua does only notification. You ca...