Search found 307 matches

by Wahazar
Fri Jan 24, 2020 2:16 pm
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset, v2.x - WORK IN PROGRESS
Replies: 18
Views: 3864

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

How about this: Supermarket is NOT NEEDED to use farmland, they can be created as soon as the appropriate tech is available.Instead, Supermarket serves as an additional granary, saving additional, I don't know, 20% of food when the city grows? Such thing is already implemented in augmented2 ruleset...
by Wahazar
Fri Jan 24, 2020 10:46 am
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset, v2.x - WORK IN PROGRESS
Replies: 18
Views: 3864

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

However, even with unique migrants, if you want to disband a city in a hurry, you can always use Settlers. 2 pop cost would be welcome here (while Tribe only 1). Another problem (with disbanding cities) is a large automatic granary. What do you mean? 50% defense bonus isn't hardcoded. The only thin...
by Wahazar
Thu Jan 16, 2020 2:26 pm
Forum: Rulesets and modpacks
Topic: Multi-shot Diplomats/Explorers in civ2civ3 considered harmful
Replies: 3
Views: 76

Re: Multi-shot Diplomats/Explorers in civ2civ3 considered harmful

You are right, early diplo units multi-shots doesn't mix well with embassy tech leakage.
by Wahazar
Wed Jan 15, 2020 10:41 pm
Forum: Rulesets and modpacks
Topic: Weird bombardment behaviour
Replies: 9
Views: 117

Re: Weird bombardment behaviour

Corbeau wrote:Why? Does it say in the ruleset that NonNative attack is regular, and not bombardment??

It doesn't say, but it work as above. Just check your cannon vs ship.
by Wahazar
Wed Jan 15, 2020 3:38 pm
Forum: Rulesets and modpacks
Topic: Weird bombardment behaviour
Replies: 9
Views: 117

Re: Weird bombardment behaviour

Bombarder flag works only on land. So if I give "Bombarder" flag to ships, they will still be attacking each other normally while at sea? Yes, it is a freeciv feature. Same with artillery with AttackNonNative+bombarder flag - it is bombarding objects on land, but directly attacking ships ...
by Wahazar
Wed Jan 15, 2020 11:51 am
Forum: Rulesets and modpacks
Topic: Weird bombardment behaviour
Replies: 9
Views: 117

Re: Weird bombardment behaviour

No idea about first issue, at least in 2.6 it works fine (direct attack without bombarder flag).
Second issue is hardcoded. Bombarder flag works only on land. Same with airplanes.
by Wahazar
Mon Jan 13, 2020 4:48 pm
Forum: Longturn
Topic: Fuel for submarines in LT50
Replies: 9
Views: 458

Re: Fuel for submarines in LT50

BTW, what is a current state of art for 2.6 lt.net?
by Wahazar
Sun Jan 12, 2020 9:27 pm
Forum: Longturn
Topic: Fuel for submarines in LT50
Replies: 9
Views: 458

Re: Fuel for submarines in LT50

LT50 is without a doubt 2.5 game.
Longturn.net is still not compatible with 2.6
by Wahazar
Tue Jan 07, 2020 4:02 pm
Forum: Wishlist
Topic: collateral infrastructure damage
Replies: 2
Views: 543

Re: collateral infrastructure damage

Why should roads and irrigation remain intact? It is rather hard to destroy ordinary dirt road unintentionally. Or unpaved airstrip. Or underground mine. Or simple irrigation trench. While railroad, airbase, oil well or modern farmlands (with irrigation pipes) are more vulnerable. It is about ratio...
by Wahazar
Tue Jan 07, 2020 1:06 pm
Forum: Wishlist
Topic: collateral infrastructure damage
Replies: 2
Views: 543

collateral infrastructure damage

Attack on city causes random damage of city improvements, while killing units on the field doesn't affect local infrastructure. I propose to add option of random damage of high-tier infrastructure on the tile where defending stack is killed (percentage probability should depend on attacker strength,...