Search found 34 matches

by FriendAtArms
Tue Jun 09, 2026 3:03 am
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 5
Views: 3246

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 FriendAtArms
Tue Jun 09, 2026 2:39 am
Forum: Freeciv-web
Topic: A few thoughts on Dragoon/Caravel
Replies: 1
Views: 1456

A few thoughts on Dragoon/Caravel

While I was waiting for feedback on some of my other posts, I played a little over 100 turns of Multiplayer v2.4 (Dragoon) on the new website, freecivweb-dot-com. It's been a couple of years since I played the browser version; Caravel was out but I never got around to it, so all my previous experien...
by FriendAtArms
Mon Jun 08, 2026 12:53 am
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 5
Views: 3246

Using improvements to make other improvements obsolete

I've currently got an improvement called a "Sanctuary", with a small anti-disease effect. Eventually you can build another improvement called a "Hospital", with a big anti-disease effect. My intention is, if you've got a Sanctuary in your city, it keeps working until you build a ...
by FriendAtArms
Sun Jun 07, 2026 1:09 am
Forum: Gameplay
Topic: Water, fire, air and dirt! Partial_Invis, how does that work?
Replies: 4
Views: 6984

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

I was hoping you'd stumbled across a way to change spotting against stealth units that I hadn't been able to find, but it looks like your problem was that you'd reconfigured regular vision radius to be less than stealth visibility radius. It's even dumber than that! As far as I can tell, I configur...
by FriendAtArms
Sun Jun 07, 2026 12:58 am
Forum: Gameplay
Topic: Water, fire, air and dirt! Partial_Invis, how does that work?
Replies: 4
Views: 6984

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

I use v2.6 because it's the last version that works with a 32-bit processor. Of course I intend to upgrade to a computer that was built after 2011 at some point. But securing food, clothing, and shelter always has to take priority, and those haven't exactly been getting cheaper over these past five ...
by FriendAtArms
Thu Jun 04, 2026 12:30 am
Forum: Gameplay
Topic: Water, fire, air and dirt! Partial_Invis, how does that work?
Replies: 4
Views: 6984

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

In another thread two weeks ago, I mentioned some trouble I was having with a custom stealth unit. It turns out my trouble was because I screwed up my Effects file, and also because my stealth unit was a bad idea anyway. But John Campbell asked: How is stealth spotting configured, anyway? I've had s...
by FriendAtArms
Thu Jun 04, 2026 12:20 am
Forum: Rulesets and modpacks
Topic: More (probably) silly questions
Replies: 23
Views: 35898

Re: More (probably) silly questions

In the meantime, I'm running into more sanity checks. in cityresult_fill() [../../../../../ai/default/aisettler.c::450]: assertion 'result->remaining >= 0' failed. I'm not sure what this means, but given the reference to "ai/default/aisettler", I can think of two possibilities. One: my cit...
by FriendAtArms
Thu Jun 04, 2026 12:11 am
Forum: Rulesets and modpacks
Topic: More (probably) silly questions
Replies: 23
Views: 35898

Re: More (probably) silly questions

Well, since I'm still working with the 2.x series, I'll have to put my AI-customizing dreams to one side for a while. Disappointing, but it does simplify matters for me. It does seem like I'll be able to use the Gain_AI_Love effect to change the default diplomatic state, for Easy and Handicapped dif...
by FriendAtArms
Sun May 31, 2026 3:01 am
Forum: Rulesets and modpacks
Topic: More (probably) silly questions
Replies: 23
Views: 35898

Re: More (probably) silly questions

Update: it turns out the sanity checks were due to a problem with my effect that provided city_vision_radius_sq to cities. I've solved that issue. I'm still curious how far the AI can be changed through use of either the Effects file, or the AI_Effects file. I'm looking at Doc > Freeciv > README.AI ...
by FriendAtArms
Sun May 24, 2026 11:50 pm
Forum: Single player
Topic: Coinage not working
Replies: 2
Views: 5722

Re: Coinage not working

Are you playing online? Or are you playing one of the single-player releases (I think the latest version is 3.2)?