Search found 80 matches

by meynaf
Sat Aug 04, 2018 9:43 am
Forum: Multiplayer / Online gaming
Topic: Want to Help Create a Better AI?
Replies: 11
Views: 9955

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: 1676

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: 1676

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: 4204

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: 396

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: 280

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: 280

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 ?
by meynaf
Sun Apr 15, 2018 4:09 pm
Forum: Contribution
Topic: to make tech trees simpler
Replies: 1
Views: 261

to make tech trees simpler

This is just food for thoughts, not exactly a request. Sometimes one of req1/req2 is useless because the other already needs it indirectly. Maybe removing a few lines out of a somehow convoluted tech tree would make it a little more readable ? Known list of duplicate dependencies (as of civ2/classic...
by meynaf
Fri Apr 13, 2018 10:43 am
Forum: Help wanted
Topic: two bugs in a row
Replies: 11
Views: 798

Re: two bugs in a row

Is there a reason you can't share also your ruleset? What sounds like a easy thing to debug (because of reproducibility) is going to be very hard hunt otherwise. Well, i could, but it's 2.5.x only so you can't test on 2.6+ (it DOES crash on 2.6 too, see below). So far, I haven't been able to reprod...
by meynaf
Fri Apr 13, 2018 7:21 am
Forum: Help wanted
Topic: two bugs in a row
Replies: 11
Views: 798

Re: two bugs in a row

What you did does not trigger the problem. As suggested, it's linked with "dc" entry (i.e. your city must have a non up-to-date version in that tab for this to work). So create your city, visit it, then leave it alone (away from any unit able to view it). Of course, must be an enemy city, ...