Search found 158 matches

by Molo_Parko
Tue Dec 05, 2023 3:59 am
Forum: Announcements
Topic: Mac installers now available
Replies: 17
Views: 42812

Re: Mac installers now available

http://docs.brew.sh/Installation
http://brew.sh
http://formulae.brew.sh/formula/freeciv

Try homebrew to install Mac Sonoma compatible version 3.0.9 from November, 2023 ( version release info at: https://www.freeciv.org )
by Molo_Parko
Mon Dec 04, 2023 9:13 pm
Forum: Contribution
Topic: New features via Lua script
Replies: 26
Views: 29203

Re: New features via Lua script

Emulate some commands from newer versions of Freeciv implements some commands from Freeciv 3.2 in Freeciv version 2.4 or later so that those commands work in either version. Currently limited to Freeciv version related stuff. --#######################################################################...
by Molo_Parko
Sun Dec 03, 2023 11:45 pm
Forum: Single player
Topic: At what point can opening a trade route be considered hostile ?
Replies: 7
Views: 9246

Re: At what point can opening a trade route be considered hostile ?

CamelSprint Lua script at this link: https://forum.freeciv.org/f/viewtopic.php?p=109100#p109100 Allows a Caravan's camel to rest outside enemy territory, and then to sprint forward as many tiles in a single turn as the number of turns spent resting so that a trade route can be established without t...
by Molo_Parko
Sun Dec 03, 2023 11:41 pm
Forum: Contribution
Topic: New features via Lua script
Replies: 26
Views: 29203

Re: New features via Lua script

CamelSprint allows a caravan's camel to rest at a distance, and then to sprint forward as many tiles as turns rested, to a target tile. This allows a caravan to reach a foreign city to create a trade-route without being in the tribe's territory at turn end. After the camel sprints forward to the ta...
by Molo_Parko
Fri Dec 01, 2023 2:20 am
Forum: Contribution
Topic: New features via Lua script
Replies: 26
Views: 29203

Re: New features via Lua script

DecayingExtras -- extras on tiles which are not currently within any city radius decay over time. This is a companion script to " ExtrasUpkeep " which charges for upkeep of extras within any city radius. --############################################################################## func...
by Molo_Parko
Thu Nov 30, 2023 5:43 am
Forum: Wishlist
Topic: Upkept tile extras
Replies: 1
Views: 7815

Re: Upkept tile extras

Ignatus wrote: Fri Jul 12, 2019 9:59 amsome extras should need paying upkeep for them to function properly.
"ExtrasUpkeep" Lua script at this link>: viewtopic.php?p=109080#p109080
by Molo_Parko
Thu Nov 30, 2023 5:34 am
Forum: Contribution
Topic: New features via Lua script
Replies: 26
Views: 29203

Re: New features via Lua script

ExtrasUpkeep charges each player for tile extras within the radius of the player's cities. I'm still experimenting with the costs (in gold) per tile-extra-type. Here's the current list: -- Upkeep cost per tile extra cityExtraCosts={ ["Airbase"]=1, ["Buoy"]=.1, ["Fallout&quo...
by Molo_Parko
Wed Nov 29, 2023 3:47 pm
Forum: Wishlist
Topic: Visibility affected by Terrain
Replies: 7
Views: 12861

Re: Visibility affected by Terrain

Update on this topic... It is possible (now) to show/hide ( edit.tile_show(tile,player) and edit.tile_hide(tile,player) ) tiles in Freeciv 3.1 via Lua script within an individual scenario file (as opposed to changing a ruleset.) "ExtendVision" Lua script for older Freeciv 2.4 or later (sho...
by Molo_Parko
Tue Nov 28, 2023 9:42 pm
Forum: Contribution
Topic: New features via Lua script
Replies: 26
Views: 29203

Re: New features via Lua script

RailMoveLimit limits land units to maximum 9 tile moves per turn -- even on Railroad. --############################################################################## function Lua_RailMoveLimitRefresh(turn, year) -- Clear and re-create the global table of unit RailMoves RailMoves=nil RailMoves={} e...
by Molo_Parko
Tue Nov 28, 2023 9:29 pm
Forum: Contribution
Topic: New features via Lua script
Replies: 26
Views: 29203

Re: New features via Lua script

^ I use Freeciv 2.6.4 which does not have that feature. It's only available from Freeciv 3.0 and later. I could add it as alternate method when Freeciv version is 3 or more though. EDIT: Now that I think about it, that might hinder the computer-controlled tribe from choosing a better defender -- sin...