Search found 198 matches

by nef
Mon Sep 14, 2020 1:32 pm
Forum: Wishlist
Topic: Game Enhancements Suggestions (Cummulative)
Replies: 3
Views: 659

Re: Game Enhancements Suggestions (Cummulative)

I would think that Steve R.'s original suggestion would be an easy short term fix and would solve the most important problem of trying to remember everything from one viewing. The answer that comes to mind is to allow re-inspection during the turn by clicking on the city as if it was your own. (The ...
by nef
Mon Sep 07, 2020 3:23 pm
Forum: Wishlist
Topic: Game Enhancements Suggestions (Cummulative)
Replies: 3
Views: 659

Re: Game Enhancements Suggestions (Cummulative)

Engineers should be able to build port facilities on land after " Amphibious Warfare " is discovered. Engineers can build airports, mines, forts, etc. So why not a port facility? Define a base in terrain.ruleset. I did this in my 2.4.4 ruleset and it worked OK, but it took some experiment...
by nef
Mon Aug 17, 2020 3:50 pm
Forum: Wishlist
Topic: Focus from last unit move
Replies: 3
Views: 375

Re: Focus from last unit move

Wahazar wrote:Generally would be awesome to have client shortcut to switch into previous unit focus.

5 or 5c often works but it's still a bore.
by nef
Mon Aug 17, 2020 3:44 pm
Forum: Wishlist
Topic: Sniper attack
Replies: 8
Views: 1221

Re: Sniper attack

Just read the book “The Battle Between the Birds and the Wolves”, where it documents that Admiral Doenitz ordered his uboats to go after the escort carriers first. Doesn't surprise me one little bit. Planes are a bit faster than the destroyers and turned out to be the real game changer at the end o...
by nef
Mon Aug 10, 2020 1:54 pm
Forum: Wishlist
Topic: Focus from last unit move
Replies: 3
Views: 375

Re: Focus from last unit move

This even happens when auto center on units is turned off (most of the time!)
by nef
Mon Jun 15, 2020 9:31 am
Forum: Rulesets and modpacks
Topic: multiple requirement vectors
Replies: 2
Views: 555

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: 21012

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: 21012

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: 2674

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: 810

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.