Search found 273 matches

by Wahazar
Fri Nov 15, 2019 7:08 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 30
Views: 6687

Re: Changes in what a 3.1 ruleset can do

Is it possible to use such effect for load/unload actions?
by Wahazar
Thu Nov 14, 2019 2:56 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 144
Views: 14919

Re: [2.6] Augmented ruleset modpack

I have proposal of multiplayer tournament on server with augmented2 ruleset. Because this ruleset is really augmented , one session is too short to finish game, thus my proposal is to run consecutive meetings, one or more hours each day, depending on players free time. For example we can join server...
by Wahazar
Fri Nov 08, 2019 9:00 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 144
Views: 14919

Re: [2.6] Augmented ruleset modpack

I introduced Streltsy - cheap unit, available (similar to Crusaders) only for Monarchy. I also decided to remove transport capability of Engineers, because it was overpowered (especially with bombarding artillery), and moreover, players would not be aware of such option. Instead, I added Hovercraft,...
by Wahazar
Wed Nov 06, 2019 3:49 pm
Forum: General discussion
Topic: How do I learn how to play this?
Replies: 9
Views: 810

Re: How do I learn how to play this?

Is there a way to tap into all the resources surrounding a city? Thanks. Yes, use middle mouse button, not in the city window but on the normal view. City window is used to assign population to work on certain tiles (it is assigned automatically in optimal way, but you may want to tweak this, for e...
by Wahazar
Mon Nov 04, 2019 12:07 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 139
Views: 77345

Re: Changes in what a 2.6 rule set can do

Seems that Qt client doesn't recognize policy start/stop value - it always set start to 0, so they are broken (they usually need to start from 1, because are multipliers): http://149.156.194.203/~mczapkie/fc/pict/Qt_p.jpg First two policies have start = 1 stop = 3 step = 1 default = 1 while third ha...
by Wahazar
Mon Nov 04, 2019 11:57 am
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 144
Views: 14919

Re: [2.6] Augmented ruleset modpack

Maybe these airstrips should be implemented in official freeciv release?

PS. is there any bitmap to freeciv terrain converter?
by Wahazar
Sun Nov 03, 2019 10:35 am
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 144
Views: 14919

Re: [2.6] Augmented ruleset modpack

And again me... Have you planned a scenario at one time? Hexes make more sense but also require new maps. Yes, I was thinking about detailed World map with Lambert cylindrical projection. For sake of starting location balance, Europeans nations would have some starting advances, whereas nations wit...
by Wahazar
Fri Nov 01, 2019 12:00 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 144
Views: 14919

Re: [2.6] Augmented ruleset modpack

Yes, there are exclusive units for Barbarians, like Pirates or Pirate Brig, but they rely on player-available units (they have slightly better stats than player's units and are not unique like Corsairs). But it is not priority to make special graphics for them, because in multiplayer barbarians are ...
by Wahazar
Wed Oct 30, 2019 8:23 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 139
Views: 77345

Re: Changes in what a 2.6 rule set can do

I tried to use Multiplier Policies: [multiplier_liberal] name = _("Liberal Economy") reqs = { "type", "name", "range" "Tech", "Economy", "Player" "Building", "Slavery Abolition", "Player" } start = 1 ...
by Wahazar
Wed Oct 30, 2019 8:21 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 144
Views: 14919

Re: [2.6] Augmented ruleset modpack

Yes, it is not realistic but perfect, now player see that it is warship, not freighter. Maybe this cannon barrel is too long, but I can fix it.