Search found 24 matches

by John Campbell
Sat Jul 11, 2026 4:51 am
Forum: Rulesets and modpacks
Topic: Disasters and AI
Replies: 3
Views: 1544

Re: Disasters and AI

While I finish updating my custom ruleset from v2.6 to v3.0, I may as well post my latest question. Disasters in my ruleset are disabled by certain improvements. But the AI never actually builds these improvements, so most of their cities get taken out by disasters. While I'm open to other suggesti...
by John Campbell
Wed Jun 24, 2026 6:29 pm
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 11
Views: 30821

Re: Using improvements to make other improvements obsolete

Hmm. Bumbi has finished building Curtain Walls. Bumbi is building Airport as suggested by the advisor. ... Year: 1892 CE ... Year: 1894 CE ... Bumbi is selling City Walls (obsolete) for 60. Learned Advanced Flight. Our scientists focus on Photography; goal is Television. Year: 1896 CE So yeah. You c...
by John Campbell
Fri Jun 19, 2026 9:15 pm
Forum: Single player
Topic: Trade Routes Domestic (Classic Ruleset)/Only Foreign (Civ2Civ3-Ruleset)
Replies: 2
Views: 9895

Re: Trade Routes Domestic (Classic Ruleset)/Only Foreign (Civ2Civ3-Ruleset)

--- civ2civ3/game.ruleset 2025-07-24 00:20:36.949100065 -0400 +++ classic/game.ruleset 2025-07-24 00:20:36.803098897 -0400 @@ -603,16 +516,16 @@ [trade] settings = { "type", "pct", "cancelling", "bonus" - "National", 0, "Cancel", "Non...
by John Campbell
Wed Jun 17, 2026 4:22 pm
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 11
Views: 30821

Re: Using improvements to make other improvements obsolete

However City Walls that were already built don't immediately get sold off like Barracks did. They remain, and remain effective, until you actually build Curtain Walls Okay yeah, this is what I'm going for with my Sanctuaries! And it looks like your obsolete_by format is the same as mine, so at leas...
by John Campbell
Mon Jun 08, 2026 9:38 pm
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 11
Views: 30821

Re: Using improvements to make other improvements obsolete

I have something similar with walls, where I have a series of progressively more advanced walls that take progressively more advanced Artillery units to bypass, so there's an arms race between offensive and defensive technology. But I don't want walls to just vanish when the tech to build better one...
by John Campbell
Sat Jun 06, 2026 8:46 pm
Forum: Gameplay
Topic: Water, fire, air and dirt! Partial_Invis, how does that work?
Replies: 5
Views: 53568

Re: Water, fire, air and dirt! Partial_Invis, how does that work?

Prior to 3.1, yeah, that was all there was to it. 3.1 changed how stealth works. It removed the Partial_Invis flag and added a vision_layer field and different vision layers: Main, Subsurface, and Stealth. Units that aren't vision_layer = "Main" are stealthy, but there's now a distinction ...
by John Campbell
Mon Jun 01, 2026 1:58 am
Forum: Rulesets and modpacks
Topic: More (probably) silly questions
Replies: 24
Views: 63255

Re: More (probably) silly questions

I think all the actual AI behaviour is hard-coded, and moreover I don't think anyone actually understands it. My understanding is that the current AI code was practically all written by one guy years ago, and he's no longer involved in freeciv development, and no one else really knows how it works. ...
by John Campbell
Thu May 21, 2026 4:27 pm
Forum: Rulesets and modpacks
Topic: More (probably) silly questions
Replies: 24
Views: 63255

Re: More (probably) silly questions

The failing sanity checks seem like you have some unit or city that would see stealth ("invisible") units further away than non-stealth units. That makes no sense, and is not supported. How is stealth spotting configured, anyway? I've had some things I'd like to do with it — give Destroye...
by John Campbell
Tue May 19, 2026 8:24 pm
Forum: Rulesets and modpacks
Topic: More (probably) silly questions
Replies: 24
Views: 63255

Re: More (probably) silly questions

Next question, and this is just to make sure I understand how "native" tiles and units work. If I want a particular ship to move down rivers, do I have to assign it its own unit class, which considers tiles with rivers to be "native tiles"? (It seems like this is the case.) Or i...
by John Campbell
Mon May 18, 2026 5:45 am
Forum: Rulesets and modpacks
Topic: More (probably) silly questions
Replies: 24
Views: 63255

Re: More (probably) silly questions

Okay, moving on to the next question: when I was testing the illness/plague mechanic, both a Size 4 city and a Size 11 city shrank by 1. Do cities always shrink by 1, or is it randomly determined? (I know it was 25% in Civilization 1 , but that's clearly not the case here.) It's always 1. eta: It's...