Search found 670 matches

by Corbeau
Thu Feb 22, 2018 12:03 am
Forum: Wishlist
Topic: Tech upkeep based on population (Settled Area)
Replies: 0
Views: 20

Tech upkeep based on population (Settled Area)

Among others, one of the options for tech upkeep is "multiplied with the number of cities". How difficult would it be to tweak the code so that there are more ruleset options to set this up? Namely: after calculating base upkeep (based on number of tech and pre-set values), instead of mult...
by Corbeau
Sun Feb 18, 2018 3:56 pm
Forum: Rulesets and modpacks
Topic: Veteran levels
Replies: 9
Views: 138

Re: Veteran levels

Oh hell... I missed those. Thanks.

So if I simply delete the "individual" veterancy levels for Workers and Engineers, it should work, right?
by Corbeau
Sun Feb 18, 2018 3:11 pm
Forum: Rulesets and modpacks
Topic: Veteran levels
Replies: 9
Views: 138

Re: Veteran levels

I tested it by loading the ruleset, the ruleset definitely loaded, no error, and some other specific settings from the ruleset worked.
by Corbeau
Sat Feb 17, 2018 6:43 pm
Forum: Rulesets and modpacks
Topic: Veteran levels
Replies: 9
Views: 138

Re: Veteran leves

Maximum number of veteran levels is 20. Can you send the ruleset to me for inspection? It's attached to this post: http://forum.freeciv.org/f/viewtopic.php?f=11&t=75385#p80734 Does the tileset you use define 17 veteran level icons? Supplied tilesets only define 10. Ah! Good one! Nope. On the ot...
by Corbeau
Sat Feb 17, 2018 1:30 pm
Forum: Rulesets and modpacks
Topic: Veteran levels
Replies: 9
Views: 138

Veteran levels

Can someone check the code to see what is the maximum number of veteran levels for workers and military? Related to: veteran_names veteran_raise_chance veteran_work_raise_chance veteran_power_fact veteran_move_bonus I have 17 levels in my ruleset, for some reason it isn't working and there is no err...
by Corbeau
Sat Feb 17, 2018 12:32 pm
Forum: Rulesets and modpacks
Topic: Corbeau's ruleset (2.5) - v1.0 released
Replies: 62
Views: 5701

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

Oh, and just to mention that I didn't make any kind of test yet. If you do and find anything that doesn't run well or is poorly balanced, please let me know-
by Corbeau
Sat Feb 17, 2018 12:30 pm
Forum: General discussion
Topic: Two questions on Rulesets
Replies: 7
Views: 116

Re: Two questions on Rulesets

drakeraider wrote:Corbeu, are you intending on transferring your ruleset to 2.6? I am building my personal on top of yours, because I like how you handled combat and upkeep. But I'm a huge fan of Culture gameplay, so I would love to see a version for the next gen.


Answered here ;)
by Corbeau
Sat Feb 17, 2018 12:30 pm
Forum: Rulesets and modpacks
Topic: Corbeau's ruleset (2.5) - v1.0 released
Replies: 62
Views: 5701

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

Corbeu, are you intending on transferring your ruleset to 2.6? I am building my personal on top of yours, because I like how you handled combat and upkeep. But I'm a huge fan of Culture gameplay, so I would love to see a version for the next gen. Eventually, one day, yes, but don't ask me when beca...
by Corbeau
Fri Feb 16, 2018 10:18 pm
Forum: General discussion
Topic: Two questions on Rulesets
Replies: 7
Views: 116

Re: Two questions on Rulesets

In 2.5, you can only make them negate each other's effects in effects.ruleset. They'll still be buildable. Are you sure? I have this in my ruleset which I still haven't tested so I'm not sure if it really works as intended: [building_manufaktur] name = _("Manufaktur") genus = "Improv...
by Corbeau
Tue Feb 13, 2018 11:54 am
Forum: Tech support
Topic: And Now This!
Replies: 5
Views: 97

Re: And Now This!

No, "chant" is a typo that should have been "chat" :P