Search found 121 matches

by Wahazar
Tue Nov 20, 2018 3:59 pm
Forum: Art and tilesets
Topic: RoundSquare tileset
Replies: 43
Views: 3192

Re: RoundSquare tileset

Another proposal of contribution: pollution with smoke. Such cluttered image is hard to spot even on empty tile and almost impossible to notice in case of tile occupied by city/fortress with units - try count polluted tiles: ttrash1.jpg I added some flames and blurred smoke, which sticks out of the ...
by Wahazar
Mon Nov 19, 2018 3:36 pm
Forum: Rulesets and modpacks
Topic: AI and Rulesets
Replies: 1
Views: 29

Re: AI and Rulesets

Basically AI should follow changes in ruleset, similar to dynamically generated help files, but it depend on how large are these changes. Rather no problem, if you add some new buildings with effects, new tech or new but properly defined unit. But AI have no idea how to cope with capturable units or...
by Wahazar
Wed Nov 14, 2018 6:45 pm
Forum: Rulesets and modpacks
Topic: Conversion from 2.5 to 2.6
Replies: 4
Views: 94

Re: Conversion from 2.5 to 2.6

Seems that is a typo in documentation about survive flag, if great wonder may be obsoleted by given tech, there should be survive FALSE, not true?
by Wahazar
Tue Nov 13, 2018 10:54 am
Forum: Rulesets and modpacks
Topic: Conversion from 2.5 to 2.6
Replies: 4
Views: 94

Re: Conversion from 2.5 to 2.6

Thank you, didn't know this page, very useful.
by Wahazar
Mon Nov 12, 2018 8:51 pm
Forum: Rulesets and modpacks
Topic: Conversion from 2.5 to 2.6
Replies: 4
Views: 94

Conversion from 2.5 to 2.6

Because I'm converting my modpack from 2.5 to 2.6, I will have some questions, which I didn't found on http://freeciv.wikia.com/wiki/NEWS-2.6.0

1. IgWall flag disappeared - is it now defined in effects?
by Wahazar
Mon Nov 12, 2018 12:37 pm
Forum: Art and tilesets
Topic: RoundSquare tileset
Replies: 43
Views: 3192

Re: RoundSquare tileset

What monitor resolution are you working at? 1280x1024, but it is not resolution issue, rather contrast: this black stripe of missing HP is barely visible, in case of 8/10 HP. Green stripe interfere with green production dots. I propose the following HP bar: bleed.png - HP turn from white into dark ...
by Wahazar
Fri Nov 09, 2018 11:47 am
Forum: Rulesets and modpacks
Topic: Advanced modpack - tech, units, buildings (2.5)
Replies: 13
Views: 995

Re: Advanced modpack - tech, units, buildings (2.5)

I will be grateful for any advice or bug reports. If somebody is native English, please feel free to correct any mistakes in helptext.
by Wahazar
Thu Nov 08, 2018 10:17 am
Forum: Rulesets and modpacks
Topic: Advanced modpack - tech, units, buildings (2.5)
Replies: 13
Views: 995

Re: Advanced modpack - tech, units, buildings (2.5)

Conversion from 2.5 to 2.6 is not a trivial and easy task due to different syntax of some properties,
I will convert my modpack to 2.6 (hope, that conversion to 3.x will be easier), it would take some time, please be patient.
by Wahazar
Wed Nov 07, 2018 12:21 am
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 18
Views: 658

Re: Combat_Rounds effect: to kill or to survive?

How such kill/survive idea would work with "fly if you can, if defender killed" instead killstackall mechanism?
by Wahazar
Mon Nov 05, 2018 9:08 pm
Forum: Rulesets and modpacks
Topic: Corbeau's ruleset (2.5) - v1.0 released
Replies: 110
Views: 14456

Re: Corbeau's ruleset (2.5) - v1.0 released

Corbeau wrote:Keep in mind that a unit doesn't have to be Marine in order to enter an empty city.
But need to be Marine to enter empty city from aboard. I do not whine about lack of warrior in gunpowder era, rather lack of intermediate Marine type unit