Search found 22 matches

by drakeraider
Sun Sep 01, 2019 4:07 am
Forum: Wishlist
Topic: Rounded Widgets
Replies: 1
Views: 79

Rounded Widgets

I would love to see rounded corners on the boxes on the tech tree, and I'm not sure that this the only place that that would be beneficial either across the client. Would this be addable, or is there a quick and hacky way to do it in the meantime?
by drakeraider
Wed Mar 20, 2019 10:57 pm
Forum: Rulesets and modpacks
Topic: TradeRoute Effect Requirement
Replies: 5
Views: 645

Re: TradeRoute Effect Requirement

Alright. With that verified I have a workaround I need. I need a destructible building that has a large scale effect. With current structure, Player wide effects can only be bound to buildings of class SmallWonder. But you can't demolish buildings of this class, so I need an alternative. I was think...
by drakeraider
Sun Mar 17, 2019 6:52 pm
Forum: Rulesets and modpacks
Topic: TradeRoute Effect Requirement
Replies: 5
Views: 645

Re: TradeRoute Effect Requirement

So, just to confirm I understood correctly, if you have three cities, and the trade route goes from the first to the second, and then another from the second to the third, with no direct route between the first and third, it will NOT count as a traderoute connection between 1 and 3?
by drakeraider
Sat Mar 16, 2019 8:29 pm
Forum: Rulesets and modpacks
Topic: TradeRoute Effect Requirement
Replies: 5
Views: 645

TradeRoute Effect Requirement

On the Traderoute Qualification, do the effects check all cities connected on a trade network? Or only on the intimidate other end of trade routes connected to the checking city?
by drakeraider
Sat Dec 29, 2018 5:49 am
Forum: Rulesets and modpacks
Topic: Ruleset Scripting
Replies: 12
Views: 1944

Re: Ruleset Scripting

So. One thing I was thinking of was using certain Trait combinations to help the AI decide which bonus would go for. If I just made them an effect of the traits, could I manufacture a way that a player can control his own, and therefore decide which of the bonuses they want?
by drakeraider
Fri Dec 28, 2018 11:10 pm
Forum: Rulesets and modpacks
Topic: Ruleset Scripting
Replies: 12
Views: 1944

Re: Ruleset Scripting

Another quick question.
Do human players have their own Trait values or are those AI only?
by drakeraider
Fri Dec 07, 2018 5:07 am
Forum: Rulesets and modpacks
Topic: Ruleset Scripting
Replies: 12
Views: 1944

Re: Ruleset Scripting

Could I do it with the Civil War value instead of Culture? I'm hoping to replace the mechanic entirely in script anyway, so I may not need the variable. Would that be tracked across saves? Is it possible to keep the variable and still disable the effects of the default civil war mechanic?
by drakeraider
Sun Dec 02, 2018 4:28 pm
Forum: Rulesets and modpacks
Topic: Ruleset Scripting
Replies: 12
Views: 1944

Re: Ruleset Scripting

Alright. Last two questions for now. And one of these might be needing a workaround. First, I need to have the game ask you dialogue questions at certain junctures. Like during startup or at certain events or actions. Like Civ4's Events? I was wondering if I can do that with Lua. Second, can scripts...
by drakeraider
Sun Nov 18, 2018 7:12 pm
Forum: Wishlist
Topic: Multipass Map Generator
Replies: 0
Views: 1003

Multipass Map Generator

Okay, the first thing I love about the worlds in this kind of game is the exploration phase where you don't know what the world layout will be. The second is playing on really really huge maps. Now Freeciv's maps approaches really fall under two extremes. Dense stringy landmasses that are really div...
by drakeraider
Fri Nov 16, 2018 10:19 pm
Forum: Rulesets and modpacks
Topic: Ruleset Scripting
Replies: 12
Views: 1944

Re: Ruleset Scripting

Okay. Thanks for the guidance, Ignatius. Some other questions: Could I have Cities scripted to rebel at high anger? Like the Civil War mechanic but without requiring the loss of a palace. I found the create.player and some other necessary functions, but how would I have the game detect and execute t...