Search found 662 matches
- Tue Jul 01, 2025 12:36 pm
- Forum: Contribution
- Topic: Bugs with custom road types
- Replies: 2
- Views: 749
Re: Bugs with custom road types
Itherefore I set -1 for food and -1 for trade Negative extra outputs are just not intended in the game, contrary to some negative effects. So everything is not guaranteed to work with them. About outputs display on map, they are by just sprites, by default with with digits from 0 to 9, and can't sh...
- Tue Jul 01, 2025 11:16 am
- Forum: Contribution
- Topic: "Build_Building" city action
- Replies: 1
- Views: 151
Re: "Build_Building" city action
About action enablers format change, another consideration: currently ATK_SELF actions have no target_reqs. It has been already noticed in a request about "Upgrade_Unit" action limitation: we had unit types A, B and C so that A obsoleted by B obsoleted by C but it was intended that one can...
- Tue Jul 01, 2025 9:38 am
- Forum: Contribution
- Topic: "Build_Building" city action
- Replies: 1
- Views: 151
"Build_Building" city action
If we are touching now non-unit-acted actions, we should think about an action of city changing production. It was one of the goals of creating AAK_* conception on the first hand: to provide several alternative requirement sets for a building. This action would be AAK_CITY, ATK_SELF, ASTK_IMPROVEMEN...
- Mon Jun 30, 2025 5:49 am
- Forum: Contribution
- Topic: v.3.3: Action "Civil_War"?
- Replies: 1
- Views: 581
v.3.3: Action "Civil_War"?
(Suffering from) Civil War is made action enabler controlled. RM #1094 Actor is the player potentially suffering Civil War, and the action is self targeted, so there's no way it to depend on properties of, e.g., the player who conquers their capital. Sorry, can you explain me what is the sense of t...
- Sun Jun 29, 2025 11:50 am
- Forum: Wishlist
- Topic: Gameplay city governors
- Replies: 0
- Views: 392
Gameplay city governors
As a feature to reduce micromanagement in late game when you have dozens of large cities, we could have city governors. That would be not just CMA that is sometimes suboptimal and is very CPU consumptive, and does not have any game-defined bonuses over manual setting - so still one wins by spending ...
- Thu Jun 19, 2025 4:01 pm
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 6493
Re: Why won't the AI make nukes or aircraft?
Anywhere I can download or use this strong AI? I've seen a few studies and would like to try them out: https://web.stanford.edu/class/aa228/reports/2018/final51.pdf hehe as I can see all they could is playing in line with builtin Hard AI. I meant another kind of AI , it played much better, but that...
- Tue Jun 17, 2025 3:23 pm
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 6493
Re: Why won't the AI make nukes or aircraft?
Shortly, yes, you should look for playing multiplayer, AI sucks and that won't change soon. (Well, there was an experiment with strong AI playing Freeciv, but that is not going to be supplied with the regular distribution and that was not an AI you can launch on your old laptop.) About aircraft, Fre...
- Sat May 24, 2025 3:11 pm
- Forum: Rulesets and modpacks
- Topic: Requirements and Future Tech
- Replies: 4
- Views: 9679
Re: Requirements and Future Tech
Well, it likely works if the tech tree is guaranteed to have no holes and if you first count all the techs in ruleset.
- Thu May 01, 2025 8:09 pm
- Forum: Contribution
- Topic: OSDN issue, and patches?
- Replies: 4
- Views: 15175
Re: OSDN issue, and patches?
For me, OSDN today shows 503 all the time. If it is wrong also for you, it is a next bug in a long sequence. Maybe we need to auto-import unclosed issues from there whenever it works?
- Thu May 01, 2025 12:23 pm
- Forum: Art and tilesets
- Topic: Rate my work
- Replies: 10
- Views: 17460
Re: Rate my work
Looks nice! I'd look at a tileset in this style.