Search found 224 matches

by Wahazar
Sat Sep 14, 2019 6:19 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 71
Views: 9342

Re: [2.6] Augmented ruleset modpack

Version 2.6.21 released.
Also first page was updated: I described all buildings, not only new ones, because some original effects were changed as well.
by Wahazar
Thu Sep 12, 2019 9:33 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 71
Views: 9342

Re: [2.6] Augmented ruleset modpack

Corbeau wrote:I didn't examine every detail, can you tell me how you achieved this?

Enemy_Citizen_Unhappy_Pct
by Wahazar
Mon Sep 09, 2019 4:50 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 71
Views: 9342

Re: [2.6] Augmented ruleset modpack

Version 2.6.20 is online.
I also added some information and updated path tree image at the original post page.
by Wahazar
Sun Sep 08, 2019 11:16 pm
Forum: General discussion
Topic: Discuss, please: Delayed GoTo and Real Turn-Based Game
Replies: 16
Views: 170

Re: Discuss, please: Delayed GoTo and Real Turn-Based Game

I don't think Freeciv is any a game with real fog of war. It has some similarity to real war strategy but not in the point of having incomplete control and knowledge of whatever any part of your civilization currently sees and controls. Such statement is valid in case of singleplayer, where all is ...
by Wahazar
Sun Sep 08, 2019 7:23 pm
Forum: General discussion
Topic: Discuss, please: Delayed GoTo and Real Turn-Based Game
Replies: 16
Views: 170

Re: Discuss, please: Delayed GoTo and Real Turn-Based Game

Thank you for initiation of such important topic, which was groving in my mind since I returned to back freeciv multiplayer games. While singleplayer is turn based game, multiplayer have elements of RTS and makes turn change timing important. It is not a huge issue in case of short-turn game, but is...
by Wahazar
Thu Sep 05, 2019 2:39 pm
Forum: Wishlist
Topic: Radio and corruption
Replies: 6
Views: 123

Re: Radio and corruption

In my opinion there is no need to decrease gold corruption, but would be nice if waste production by distance will be lower (Output_Waste_Pct = 40) thanks to certain advanced tech/building. Currently on large maps, without decentralized gov. it is hard to maintain town far from capital, because usua...
by Wahazar
Thu Sep 05, 2019 2:39 pm
Forum: Wishlist
Topic: Radio and corruption
Replies: 6
Views: 123

Re: Radio and corruption

In my opinion there is no need to decrease gold corruption, but would be nice if waste production by distance will be lower (Output_Waste_Pct = 40) thanks to certain advanced tech/building. Currently on large maps, without decentralized gov. it is hard to maintain town far from capital, because usua...
by Wahazar
Wed Sep 04, 2019 5:11 pm
Forum: Rulesets and modpacks
Topic: [Q] How EXACTLY do Trade Routes work?
Replies: 6
Views: 124

Re: [Q] How EXACTLY do Trade Routes work?

Sounds good, but does it work?
by Wahazar
Tue Sep 03, 2019 12:48 pm
Forum: Rulesets and modpacks
Topic: [Q] How EXACTLY do Trade Routes work?
Replies: 6
Views: 124

Re: [Q] How EXACTLY do Trade Routes work?

Bonus is calculated using pct turn revenue, in 2. you can set both to zero, in 2.6 you can keep pct revenue while remove one-time bonus.
Not possible to opposite: get bonus and no pct revenue.
by Wahazar
Tue Sep 03, 2019 11:37 am
Forum: Rulesets and modpacks
Topic: [Q] How EXACTLY do Trade Routes work?
Replies: 6
Views: 124

Re: [Q] How EXACTLY do Trade Routes work?

1. It depend on freeciv version, prior from 2.6 is it possible to remove one-time bonus upon arrival. for example in my augmented2 ruleset I defined it in game.ruleset: settings = { "type", "pct", "cancelling", "bonus" "National", 0, "Cancel&quo...