Search found 193 matches

by nef
Mon Jun 15, 2020 9:31 am
Forum: Rulesets and modpacks
Topic: multiple requirement vectors
Replies: 2
Views: 165

Re: multiple requirement vectors

Have a look here to see if this approach does what you want.

If uncertain provide some details here and I will see what I can do.
by nef
Mon Jun 15, 2020 9:21 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 67
Views: 15718

Re: Changes in what a 3.1 ruleset can do

. File an issue if you need control of what is considered a "move". At the time I didn't need fine grained control, but just the general principle of anything that used a move fragment plus "railroad" movement. In any event, it's not a huge issue. The most important use was to r...
by nef
Mon Jun 01, 2020 8:24 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 67
Views: 15718

Re: Changes in what a 3.1 ruleset can do

sveinung wrote:MovedThisTurn unit state property See Feature #875439
I look forward to trying this out.
by nef
Mon May 04, 2020 9:06 am
Forum: General discussion
Topic: Heavy exploit/bug/nonsense at turn change
Replies: 9
Views: 1992

Re: Heavy exploit/bug/nonsense at turn change

You should be grateful for what you do get. In Civ * (notably I & II) the shield box and the tech box are both limited in this way so that you lose the surplus when the box is full. Note that BOTH of these are actually city based, shields naturally but tech completion is done city by city. Maybe...
by nef
Tue Apr 21, 2020 11:12 am
Forum: Rulesets and modpacks
Topic: Player lost.
Replies: 3
Views: 358

Re: Player lost.

Would you reconsider the more general approach for counters that I mentioned in this post. You could add your CO2 proposal to the list of candidates.
by nef
Tue Apr 21, 2020 9:48 am
Forum: Rulesets and modpacks
Topic: Unit support by City Size Factor - Missing Effect for civ1/civ2 despotism compablitablity
Replies: 2
Views: 267

Re: Unit support by City Size Factor - Missing Effect for civ1/civ2 despotism compablitablity

Starting with this (incorrect) comment, this subject was discussed in some following posts up to and including this conclusion.

Not sure about ignatus's comment of 24 - this may be coming in a maintenance release. 19 may have been a bit light, 24 would cover all reasonable sizes.
by nef
Mon Mar 23, 2020 7:47 am
Forum: Wishlist
Topic: Sniper attack
Replies: 6
Views: 630

Re: Sniper attack

to mimic reality: if submarine decided to attack convoy protected by destroyers, they will notice where it is by looking at the torpedo trails, thus attacking transport without sinking its protectors should be the almost suicide mission In fact this is precisely what the wolf packs did: attack the ...
by nef
Sun Jan 19, 2020 12:05 pm
Forum: Rulesets and modpacks
Topic: How does the treasury actually work?
Replies: 7
Views: 1176

Re: How does the treasury actually work?

I believe option 0 (as quoted by Corbeau from the ruleset documentation) is the way that Civ I (and probably II) does it. I don't like it but that's the way it was.
by nef
Mon Dec 23, 2019 10:53 am
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 41
Views: 10497

Re: R.I.P Not responding.

Thank you. The worst part about this is that I did already know that the sections had to be [effect_*]. Sheer carelessness. On the bright side I will now be able to proceed with another civ1 ruleset fix. You may have also helped me with a documentation issue (concerning secfiles) but more on that la...