Search found 83 matches

by meynaf
Wed Oct 17, 2018 4:21 pm
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 1906

Re: city setup destroyed when growing

Wait, so you get production from production-rich tiles, then something happens to redistribute tiles to more food-rich and THEN you get food? Yep. But it requires to reduce the population so obviously you can't do that every turn ;) Actually it's just a pain because it prevents reducing the food wh...
by meynaf
Wed Oct 17, 2018 8:19 am
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 1906

Re: city setup destroyed when growing

Just found another problem linked to that. When a migrant is built, the city setup is redone. But, food got from cells is computed from the new setup, not from the old one ! This means worked cells used for production and worked cells used for food, are not the same in that turn... Reproducing that ...
by meynaf
Fri Sep 28, 2018 1:51 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 14
Views: 9455

Re: Correct the rulesets civ1 and civ2

cazfi wrote:In particular, was it possible to form an alliance where units of the two nations can coexist on the same tile?

Not at Civ1. Attempts to move a unit in same cell as another nation's unit is always interpreted as an attack and cancels treaties if confirmed.
by meynaf
Sat Aug 04, 2018 9:43 am
Forum: Multiplayer / Online gaming
Topic: Want to Help Create a Better AI?
Replies: 11
Views: 10482

Re: Want to Help Create a Better AI?

Their "register at" link appears to be broken...
by meynaf
Sat Apr 21, 2018 12:39 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 2265

Re: civ1 behavior

One more.

When a city is taken/destroyed in civ1, units depending on that city are removed.
In freeciv they are just given another home.

Again, the ruleset does not appear to be able to change this.
by meynaf
Thu Apr 19, 2018 6:40 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 2265

Re: civ1 behavior

Another difference.

When you unleash barbarians from a hut ; sometimes freeciv does not create barbs but just kills the unit. This is hardcoded in the unleash_barbarians function.
But it NEVER occurs in civ1.
by meynaf
Thu Apr 19, 2018 8:24 am
Forum: Single player
Topic: How to make food supplies routes?
Replies: 10
Views: 4639

Re: How to make food supplies routes?

Rapture growth actually makes the problem even worse : a large city with +1 food grows, gets +1 population, and is now at -1 food... I know, it's easy to handle, but nevertheless. Starving cities can also occur when enemies occupy the territory. So even if you can access to the city, you can just ob...
by meynaf
Thu Apr 19, 2018 8:12 am
Forum: Rulesets and modpacks
Topic: how to set human name and nation automatically
Replies: 3
Views: 521

Re: how to set human name and nation automatically

Same problem for me. I wanted to edit the ".serv" for my ruleset to emit commands that would choose the player and nation. But i didn't find any server command able to do that : create just renames the first AI player, take says already taken, start has no parameter and does not allow choo...
by meynaf
Mon Apr 16, 2018 7:53 pm
Forum: Rulesets and modpacks
Topic: translation for custom ruleset
Replies: 2
Views: 431

Re: translation for custom ruleset

So basically if i want to provide two languages, i have to do two versions of each ruleset file and the user will choose ?
Ok, let's go for it then. :|
by meynaf
Mon Apr 16, 2018 5:57 pm
Forum: Rulesets and modpacks
Topic: translation for custom ruleset
Replies: 2
Views: 431

translation for custom ruleset

Still many things to fix/do ; seems my ruleset will never get finished :oops:
Nevertheless i wish to provide suitable help text ; i can easily do FR and EN versions. But how to integrate that ?
Must i do two versions of the ruleset ?
Or are there extra files to provide somewhere ?