Search found 158 matches

by nef
Mon Jul 22, 2019 1:37 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 62
Views: 15546

Re: Correct the rulesets civ1 and civ2

I can confirm civ1 does not limit tax/science. Thanks for the confirmation - always reassuring. Another difference is the way it is rounded. E.g. if you're at 50% tax / 50% science and you produce an odd number, extra point will be science at fciv but tax at civ1. Not sure that this is all that imp...
by nef
Mon Jul 22, 2019 1:20 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 62
Views: 15546

Re: Correct the rulesets civ1 and civ2

The civ1 ruleset for section [effect_michelangelos_chapel] currently has: "Building", "Michelangelo's Chapel", "City" This should read: "Building", "Michelangelo's Chapel", "Player" N.b. the help text is correct so this is a bug. A somewhat...
by nef
Mon Jul 22, 2019 12:58 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 62
Views: 15546

Re: Correct the rulesets civ1 and civ2

My recollection was that Civ I applied a 50% defense bonus for river. The wiki agrees with me. I have also seen other material that confirms this defense bonus. Sans denial add this field to section [extra_river] in civ1 terrain.ruleset : defense_bonus = 50 Also as an amendment to a previous post th...
by nef
Mon Jul 22, 2019 12:33 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 62
Views: 15546

Re: Correct the rulesets civ1 and civ2

As for the simulation ruleset I had remembered this reversal. Always seemed to be more realistic to me but who am I to criticise the perversities in Civ II.
by nef
Mon Jul 15, 2019 5:18 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 62
Views: 15546

Re: Correct the rulesets civ1 and civ2

Tax rates: The concept of controls on tax rates (etc.) came as a surprise to me when I first stating using fc. I do not remember them as being part of Civ I. Wiki: It's very important to ensure science and tax rates are as you intend them at this early stage. Unless your style is very cash based, it...
by nef
Mon Jul 15, 2019 5:16 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 62
Views: 15546

Re: Correct the rulesets civ1 and civ2

cazfi wrote:Already being handled in Bug #822926
Should this be extended to R3.0 (etc.)?
by nef
Mon Jul 15, 2019 8:11 am
Forum: Forum
Topic: Deleting drafts works likely wrong
Replies: 1
Views: 126

Re: Deleting drafts works likely wrong

The mark all button is right below the delete marked button.
by nef
Mon Jul 08, 2019 8:39 am
Forum: Rulesets and modpacks
Topic: Stub ruleset for freeciv-2.6
Replies: 3
Views: 3100

Re: Stub ruleset for freeciv-2.6

Could this be included in all future distro's but without a .serv so that it doesn't come up in the client menu?
by nef
Mon Jun 24, 2019 7:34 pm
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 35
Views: 4293

Re: R.I.P Not responding.

Now that I stumbled upon this thread, My apologies. I had the impression that you read all new posts I've fixed a couple of the low-hanging fruits, Quite reasonable. Initially I had a short list, but amongst those there were some issues that were quite substantial so I am not actually expecting the...
by nef
Mon Jun 24, 2019 3:32 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 62
Views: 15546

Re: Correct the rulesets civ1 and civ2

Finally, another change to help text that I should have supplied with a previous post: City Walls. In civ1 buildings.ruleset this part of the help text in [building_city_walls]: City Walls make it easier to defend a city. They triple the defense\ strength of units within the city against land, sea, ...