Search found 24 matches
- Fri Aug 15, 2025 1:46 pm
- Forum: Contribution
- Topic: Resources for developing the AI.
- Replies: 1
- Views: 3501
Resources for developing the AI.
Hello, So I spend a lot of time with this game simulating the AI fighting against each other, and I've noticed a lot of AI behaviour that I want to try fixing. Only issue is that I have absolutely no idea where to start. there seems to be a bunch of different files in the source code pertaining to t...
- Thu Aug 14, 2025 12:28 am
- Forum: Rulesets and modpacks
- Topic: I want to make a civil war script if you get too unhappy
- Replies: 0
- Views: 7725
I want to make a civil war script if you get too unhappy
This would apply to all civs. The only thing I don't know how to program is to make it stop once a certain tech is researched. Here is the script: Random chance to civil war due to total cities, culture and happiness. In each turn started, we check: 1st: we check total cities against civil war thres...
- Fri Aug 08, 2025 2:15 am
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 9
- Views: 20395
Re: New Trade Ruleset for more comprehensive trading system
Spent some time trying to get this to work with regular freeciv but the differences are too great. Some comments after looking at the files - In units.ruleset, the help text for Caravan still talks about building a wonder but the unit doesn't have the "HelpWonder" flag. In game.ruleset, -...
- Wed Jun 25, 2025 12:31 am
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 20927
Re: Why won't the AI make nukes or aircraft?
Anyway, it's not hard to get AI to build aircraft (just remove whatever guards there is protecting AI from that), but it would be very hard to get AI to use those aircrafts sensibly once it has built them, i.e., not to lose masses of them to out-of-fuel. How do I remove those guards? I am completel...
- Mon Jun 23, 2025 4:29 pm
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 20927
Re: Why won't the AI make nukes or aircraft?
Guys, I think I found out how to make the AI capable of building planes. I was looking through the files in /ai/default/aiair.cpp, and it seems like this line of code disables the AI from making airplanes (line 436): // This AI doesn't know to build planes if (has_handicap(pplayer, H_NOPLANES)) { re...
- Sun Jun 22, 2025 11:44 am
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 9
- Views: 20395
Re: New Trade Ruleset for more comprehensive trading system
It's some development, not stable, format anyway: options="+Freeciv-ruleset-Devel-2017.Jan.02" So would not work with any stable freeciv version. Could I not just adjust that line? I don't see too much of a difference between the code bases. Most of the rules etc is based off the civ2civ3...
- Sun Jun 22, 2025 12:25 am
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 9
- Views: 20395
Re: New Trade Ruleset for more comprehensive trading system
This looks cool and I will likely have more comments after I look at it deeper. I also implemented a fully fleshed out system of trade goods in my dino2 ruleset, and want to compare the implementation details. I was not able to actually try it in a game, got error messages - Could not find included...
- Sat Jun 21, 2025 2:23 am
- Forum: Community
- Topic: Personality type and ruleset preference
- Replies: 14
- Views: 129803
Re: Personality type and ruleset preference
Re. trade goods - I'm likely mis-remembering Civ I, it's been too long. I didn't know about them being added in freeciv-3.0 - I've been waiting for the official beta release to start playing with it, will check it out. I actually made a Ruleset that does this very thing, and provides bonuses for ce...
- Sat Jun 21, 2025 2:17 am
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 9
- Views: 20395
Re: New Trade Ruleset for more comprehensive trading system
I also made a change to the Earth-Small.scenario in order to utilize this ruleset with a few changes, downloadable here. Main changes: -Uses the Rexlimit ruleset -Separates the world into various areas through ocean tiles or impassable terrains. This isolates American and African civilizations from ...
- Sat Jun 21, 2025 1:48 am
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 9
- Views: 20395
New Trade Ruleset for more comprehensive trading system
================================= Economy Ruleset for Freeciv21, v3.0 ================================= OBJECTIVES: ----------- - This ruleset is fundamentally based off the civ2civ3 ruleset, refer to that for overall scheme. The objective of this Ruleset is as follows: - Make infinite city spam und...