Search found 20 matches

by John Campbell
Mon Jun 08, 2026 9:38 pm
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 6
Views: 5949

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: 4
Views: 10616

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: 23
Views: 37628

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: 23
Views: 37628

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: 23
Views: 37628

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: 23
Views: 37628

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...
by John Campbell
Sun May 10, 2026 2:46 pm
Forum: Gameplay
Topic: AI bug? or exploit?
Replies: 1
Views: 57650

Re: AI bug? or exploit?

You can't really do it as a player; the AI gets to cheat here because it can switch production between build classes without penalty (necessary because it's too stupid to actually plan anything). Try it as a player, you'll lose half your sunk production. I've done something similar with Wonders that...
by John Campbell
Thu Aug 21, 2025 12:55 am
Forum: Rulesets and modpacks
Topic: Move_Bonus + UnitFlag problems
Replies: 1
Views: 60356

Move_Bonus + UnitFlag problems

So I've been tinkering with Wonder effects in my custom ruleset. One of the things I've done is take away Marco Polo's embassies-with-literally-everyone effect, because it's way too powerful in the early game, and it doesn't make sense to be able to get free embassies with civs that you may not have...
by John Campbell
Tue Aug 19, 2025 5:33 pm
Forum: Contribution
Topic: New terrain generator
Replies: 15
Views: 269183

Re: New terrain generator

Also, 3.2 changed how wrapping is set in the save file, so they all default to wrapping both directions, regardless of what you set it to. 3.2 wants it on a separate line instead of in the topology line, like so Wait a sec. Is there a bug in backward compatibility (savegame format conversion) in th...
by John Campbell
Tue Aug 19, 2025 8:00 am
Forum: Contribution
Topic: New terrain generator
Replies: 15
Views: 269183

Re: New terrain generator

Also, 3.2 changed how wrapping is set in the save file, so they all default to wrapping both directions, regardless of what you set it to. 3.2 wants it on a separate line instead of in the topology line, like so: [settings] set={"name","value","gamestart" "topology...