Search found 116 matches

by nef
Mon Feb 18, 2019 5:20 pm
Forum: Rulesets and modpacks
Topic: Earth scenario and civ2civ3 ruleset
Replies: 18
Views: 17778

Re: Earth scenario and civ2civ3 ruleset

My understanding of Civ III is that there are three types of ocean (in addition to lake). These are Coastal - strictly adjacent to land tiles (Shallow) Ocean - essentially the continental shelf Deep Ocean (aka floor) - the deep bits. The primary differences in these are the tile produce both from th...
by nef
Mon Feb 18, 2019 5:02 pm
Forum: Wishlist
Topic: Tile-targeted work
Replies: 3
Views: 547

Re: Tile-targeted work

this would make the "honest" movement of CivVI (i.e., if your unit has has speed 1mp and travelling on Mountines requires 2mp, you will spend 2 turns climbing one). How does Civ VI manage this? This issue has been raised elsewhere (17. Tired move - original post by Akechi.) and I suggeste...
by nef
Mon Feb 18, 2019 2:30 pm
Forum: Wishlist
Topic: Filters for requirements
Replies: 2
Views: 51

Re: Filters for requirements

There is a fairly simple extension to the notion of commodities (aka Output_Type) that would IMO solve most of the issues you have with Civ III and a host of others as well with current fc rulesets. It would be dead easy to count things e.g. [effect_count_banks] type = "Output_Add_Tile" va...
by nef
Mon Feb 18, 2019 11:53 am
Forum: Tech support
Topic: Slow Production List
Replies: 5
Views: 124

Re: Slow Production List

An update to the original problem: seems that 'time' since last restart is a - or - the factor. Maybe turns and/or activity with City DB since last restart. Suggests to me that this could be a GTK problem.
by nef
Mon Feb 18, 2019 11:49 am
Forum: Tech support
Topic: Slow Production List
Replies: 5
Views: 124

Re: Slow Production List

The only other problem that drives me crazy is the bad centering. Using <c> to center looks like it only centers the x or y, not both. I haven't paid enough attention to figure out what the exact nature of the problem is as now I've just grown muscle memory to hit <c> twice as the 2nd time it cente...
by nef
Mon Feb 18, 2019 11:39 am
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 21
Views: 1928

Re: R.I.P Not responding.

37. More on [extra_*] etc. a. ; buildable = Can extra be built? Defaults to TRUE Can extra be built? I would have never guessed! Meanwhile there is some hidden black magic hard code going on here. If this had been properly documented it would have saved me some time. More importantly, it may have pr...
by nef
Mon Feb 18, 2019 11:26 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 35
Views: 10973

Re: Correct the rulesets civ1 and civ2

My recollection of Civ I was that when you get mercenaries from hut_enter the home city is not determined by the unit entering the hut but by proximity to the player's nearby city. I had thought it was just a matter of distance, but I have read that it actually depends on whose city is nearest. That...
by nef
Mon Feb 18, 2019 11:02 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 35
Views: 10973

Re: Correct the rulesets civ1 and civ2

From an old save game i can see it's 2 trade under democracy.
Means that fc was, and still is, correct in using the [road_*] fields for calculating the railroad multiplier (rather than the Output_Per_Tile effect).
by nef
Mon Feb 18, 2019 10:52 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 35
Views: 10973

Re: Correct the rulesets civ1 and civ2

Civilopedia says "Home city units numbering less than or equal to city size do not require maintenance" for despotism and something similar for anarchy. In addition, a simple test has shown that number of free units for despotism is always city size, nothing to do with 3 (city of size 1 h...
by nef
Sun Feb 10, 2019 11:38 am
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 21
Views: 1928

Re: R.I.P Not responding.

36. Two deflua "hut enter" problems referred to (plus another): 36a. There is no consolation prize for no tech. No drama so don't panic. 36b. "type" is a Lua function of some value to a programmer. The abuse of "type" such as in _deflua_hut_get_mercenaries and _deflua_h...