Search found 137 matches

by nef
Mon Apr 08, 2019 11:58 am
Forum: Tech support
Topic: Ai, Ai, Ai!
Replies: 1
Views: 52

Ai, Ai, Ai!

I was planning to just batch these up and report then under RIP but the list was getting long and I wanted to start the reports, so I am starting this new topic for AI, auto_*, and AGH. Many of these will be chronic - perhaps most. AI 0. Fearless. I originally reported this elsewhere but left out so...
by nef
Mon Apr 08, 2019 10:47 am
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 25
Views: 2540

Re: R.I.P Not responding.

41. Some problems with startup error messages: a. If "rmact_gfx = " is missing the start up error message reports that the tags "-" are wrong: Tileset problem, it's probably incompatible with the ruleset: Missing Hydro removal activity sprite for tags "-" and alternativ...
by nef
Mon Apr 01, 2019 11:12 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 46
Views: 12164

Re: Correct the rulesets civ1 and civ2

Misc. wiki states: Great Library obsolete by University (TWICE)!!! If so, in section [building_great_library] replace obsolete_by = { "type", "name", "range", "survives" "Tech", "Electronics", "World", TRUE } by obsolete_by = { &q...
by nef
Mon Apr 01, 2019 11:04 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 46
Views: 12164

Re: Correct the rulesets civ1 and civ2

Factories: According to the wiki one does not need a factory to build a manufacturing plant. And there appears to be agreement (with the rule itself) that the mfg plant makes the factory REDUNDANT. Delete the following predicate from [building_mfg_plant] "Building", "Factory", &q...
by nef
Mon Apr 01, 2019 11:01 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 46
Views: 12164

Re: Correct the rulesets civ1 and civ2

For this week I decided to adopt some advice from the original post by sveinung and do some comparisons between the civ1 ruleset and the wiki. What actually prompted this was the observation that in civ1 the calvary (= horsemen) was made obsolete by musketeers. This did not seem right. One would hav...
by nef
Mon Mar 25, 2019 1:38 pm
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 25
Views: 2540

Re: R.I.P Not responding.

40. Disasters. The presence of buildings as predicates in [disaster_*] rules are assessed perversely when displaying buildings as being redundant. E.g with the great wall, city walls are deemed redundant if the city is on/near a river, but NOT otherwise . I believe the distinction is because of the ...
by nef
Mon Mar 25, 2019 12:03 pm
Forum: General discussion
Topic: Enemy units not disbanding in peace
Replies: 2
Views: 101

Re: Enemy units not disbanding in peace

You might want to clarify the actual events. The auto disbanding process is event related not status related. That is, units are disbanded only if they are in foreign territory at the time of transition from Armistice to Peace. If the territory grows during peace time and engulfs a unit then it surv...
by nef
Mon Mar 18, 2019 11:20 am
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 25
Views: 2540

Re: R.I.P Not responding.

39. More documentation problems in terrain.ruleset: a. ; graphic = tag specifying preferred graphic NQR: "None" is also valid. Should have additional cooment: ; This can be "None" to indicate that a graphic ; is not needed. b. [terrain_*] ; #_time = time for # activity; if 0, can...
by nef
Mon Mar 18, 2019 10:54 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 46
Views: 12164

Re: Correct the rulesets civ1 and civ2

Trade Routes: As I reported in a previous post my recollection is that trade routes maxxed out at about 13 each in the (late?) middle game, declining to something insignificant at the end. The effect "Traderoute_Pct" can be used to implement this. I used the calendar year breaks to degrade...
by nef
Mon Mar 18, 2019 10:47 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 46
Views: 12164

Re: Correct the rulesets civ1 and civ2

As I recall free shield upkeep should be MIN (city size, 3) under despotism (and anarchy?). If so then replace sections [effect_upkeep_free_units_anarchy] and [effect_upkeep_free_units_despotism] with the following: [effect_upkeep_free_units_1] type = "Unit_Upkeep_Free_Per_City" value = 1...