Search found 1078 matches

by Corbeau
Sun Mar 22, 2020 8:02 pm
Forum: Multiplayer / Online gaming
Topic: Advice on Setting Up a 7 player Family Game
Replies: 1
Views: 106

Re: Advice on Setting Up a 7 player Family Game

Hello. A lot of answers depend on what kind of game you want. What part of the family? Are kids involved? Is it a friendly or a competitive game? 1- How long should our 'Timeouts' be? (We will not be playing 'live' but instead checking in once a day to complete a turn. (This will be slooow.) If you ...
by Corbeau
Tue Mar 10, 2020 12:43 pm
Forum: General discussion
Topic: Heavy exploit/bug/nonsense at turn change
Replies: 5
Views: 1050

Re: Heavy exploit/bug/nonsense at turn change

I agree with Corbeau, if I want to have workers arranged automatically for max food, I would use Prefer Food Governor, if I'm setting workers manually , I expect that they stay on their positions (except one which was added/removed) if city change its size. Automatic rearrangement of workers is not...
by Corbeau
Tue Mar 03, 2020 5:39 pm
Forum: Rulesets and modpacks
Topic: Qs: Tech cost & Empire_Size_Base effect
Replies: 4
Views: 971

Re: Qs: Tech cost & Empire_Size_Base effect

Ok, I just did some research. It seems that if "parents" includes the tech currently being researched AND researchcost = 300, numbers are consistent with what you get in-game. So, where did this 300 come from?

I mean, this is madness! :D
by Corbeau
Tue Mar 03, 2020 5:14 pm
Forum: Rulesets and modpacks
Topic: Qs: Tech cost & Empire_Size_Base effect
Replies: 4
Views: 971

Re: Qs: Tech cost & Empire_Size_Base effect

So where is researchcost defined and how much is it? researchcost is just the name of sciencebox changed in 2005, and at style 1 it should just be the overall multiplier in percents (1 to 10000). The rest - :?: , maybe something with team pooled research and individual research bonuses is in effect...
by Corbeau
Mon Mar 02, 2020 10:49 pm
Forum: Rulesets and modpacks
Topic: Qs: Tech cost & Empire_Size_Base effect
Replies: 4
Views: 971

Qs: Tech cost & Empire_Size_Base effect

I have two questions. One is a mystery, the other a technical one. 1. The following tech cost style is activated in a ruleset: ; 1 - Cost of technology is: ; MAX((1+parents) * (researchcost/2) * sqrt(1+parents), researchcost) ; where num_parents == number of requirement for tech, counted ; recursive...
by Corbeau
Mon Feb 24, 2020 11:10 pm
Forum: General discussion
Topic: Heavy exploit/bug/nonsense at turn change
Replies: 5
Views: 1050

Re: Heavy exploit/bug/nonsense at turn change

So if I understand your idea well and think it to the logical end, instead of believing that during TC the city passes through some consequent states, we take all output and changes from the state configured to the end of the turn and only then apply all changes? Yes. Because: 1. "Philosophica...
by Corbeau
Mon Feb 24, 2020 11:34 am
Forum: General discussion
Topic: Heavy exploit/bug/nonsense at turn change
Replies: 5
Views: 1050

Heavy exploit/bug/nonsense at turn change

I can't really believe that this hasn't been reported so far, but I have been here for a while and I haven't seen the discussion so I'll post it. The sequence of calculation at turn change is as follows: 1. Production points accumulate in each city. 2. Completed production materialises. 3. City Happ...
by Corbeau
Fri Feb 21, 2020 6:21 pm
Forum: Rulesets and modpacks
Topic: Add nations: problem
Replies: 7
Views: 366

Re: Add nations: problem

Can you retrace your steps, use the old nations.ruleset, and try starting the game again?
by Corbeau
Fri Feb 21, 2020 5:51 pm
Forum: Freeciv-web
Topic: Someone please conquer me
Replies: 2
Views: 258

Re: Someone please conquer me

You give up too easily, comrade.
by Corbeau
Fri Feb 21, 2020 5:46 pm
Forum: Rulesets and modpacks
Topic: Add nations: problem
Replies: 7
Views: 366

Re: Add nations: problem

The same problem didn't occur before changing the nations.ruleset?