Search found 180 matches

by nef
Mon Dec 09, 2019 11:50 am
Forum: Wishlist
Topic: sometimes a turn is skipped
Replies: 4
Views: 83

Re: sometimes a turn is skipped

Is this the problem identified (and fixed) in this thread
by nef
Mon Nov 18, 2019 10:59 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 91
Views: 20757

Re: Correct the rulesets civ1 and civ2

Sveinung, where have you been? I have been waiting so long for those extra points you promised.
by nef
Mon Nov 04, 2019 3:45 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 91
Views: 20757

Re: Correct the rulesets civ1 and civ2

the entering unit may die without a chance to fight if unleashing barbarians (something to do with tile:unleash_barbarians). Recently looked more closely at this. It appears to be decided by the server option specifying the curfew (i.e. barbs do not appear before ... - or something like that). So t...
by nef
Mon Nov 04, 2019 11:37 am
Forum: Rulesets and modpacks
Topic: Earth scenario and civ2civ3 ruleset
Replies: 22
Views: 21049

Re: Earth scenario and civ2civ3 ruleset

I noticed in HRM a discussion about 'hermits' that could be included in fc3.1 due to an enhancement to the hut enter callback. I also gather that the feature is intended for civ2civ3 hence the choice of thread, but if I'm wrong I apologise for being 'off topic'. To demonstrate the features of the ne...
by nef
Mon Nov 04, 2019 11:24 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 91
Views: 20757

Re: Correct the rulesets civ1 and civ2

Ever noticed that in the beginning of a game you only ever get legion and never calvary (= horsemen) even though both are marked with the role "hut". The answer is that the only facility in Lua is find.role_unit_type. Now this may work 'well enough' for "HutTech", but it is manif...
by nef
Mon Nov 04, 2019 11:21 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 91
Views: 20757

Re: Correct the rulesets civ1 and civ2

For those who want to write (or rewrite) their own hut entry code (for their choice of ruleset), I can offer the following comments: The programmability is tailored to various levels of Lua fluency. 1. Simple changes to the profile best explained with two examples. For the stock standard fc default ...
by nef
Mon Nov 04, 2019 11:11 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 91
Views: 20757

Re: Correct the rulesets civ1 and civ2

While rumaging through the online fora I discovered that the 'home ownership' issue was just the tip of the iceberg for two reasons: A. It applies to all manner of new units for Civ I & II. B. The civ1 hut enter profile is all wrong. I can't do much about (A.) but I can fix (B.). Initially, I wr...
by nef
Mon Nov 04, 2019 11:03 am
Forum: Wishlist
Topic: Enhance United Nations as a World Wonder
Replies: 2
Views: 776

Re: Enhance United Nations as a World Wonder

... for Great Wall (as it works in CivII).
Civ I as well. So that makes it two reasons for some developer to think about it.
by nef
Mon Nov 04, 2019 10:00 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 91
Views: 20757

Re: Correct the rulesets civ1 and civ2

And these other fora do confirm a random behavior ? In this case, yes and no. As I said there was general confusion over the issue. As for links - I didn't keep them - because the comments were inconclusive. Mostly my comment was about points that I had commented on here before reading them in the ...
by nef
Mon Oct 28, 2019 3:46 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 91
Views: 20757

Re: Correct the rulesets civ1 and civ2

Have NO fear: fciv will never be able to "emulate" other civ fully... As you say memory can play tricks, but I am heartened somewhat by finding many (but obviously not all) of mine confirmed in other fora, and of course by your own sterling work. Mostly I used to play on a '386 with VGA bu...