Search found 24 matches

by Sanguivorant
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...
by Sanguivorant
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...
by Sanguivorant
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, -...
by Sanguivorant
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...
by Sanguivorant
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...
by Sanguivorant
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...
by Sanguivorant
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...
by Sanguivorant
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...
by Sanguivorant
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 ...
by Sanguivorant
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...