Search found 10 matches
- Wed Mar 16, 2016 4:00 am
- Forum: Contribution
- Topic: Concerning Patch 7055
- Replies: 2
- Views: 4042
Concerning Patch 7055
"You can now define up to 8 custom Extra flags in the ruleset. They are defined in terrain.ruleset's control section's extra_flags." Does this mean someone could make multiple flags for one country and set conditions for the flags to be used? IE: Making variations of a country's flag that ...
- Sat Feb 27, 2016 5:36 am
- Forum: Contribution
- Topic: Spanish Civil War 1936
- Replies: 5
- Views: 7245
Re: Spanish Civil War 1936
Damn dude you're just pumping these scenarios out. Nice work.
- Sun Feb 14, 2016 7:52 pm
- Forum: Wishlist
- Topic: Option to make AI more Lucid
- Replies: 3
- Views: 4441
Re: Option to make AI more Lucid
Apologies I was a bit tipsy when I wrote that.
I think I was asking for an easier way of manipulating AI behaviors, which can already be done to an extent.
Can't seem to find any files pertaining directly to AI behaviors, where would I look for that info?
I think I was asking for an easier way of manipulating AI behaviors, which can already be done to an extent.
Can't seem to find any files pertaining directly to AI behaviors, where would I look for that info?
- Sun Feb 14, 2016 2:11 am
- Forum: Wishlist
- Topic: Option to make AI more Lucid
- Replies: 3
- Views: 4441
Option to make AI more Lucid
Perhaps there should be more advanced AI configurations when starting games/making rulesets(?) with AI, such as making them like C-Evo's AI where they won't use nor be affected by wonders that would normally affect the AI in some way (IE: Eiffel Tower wonder). This thought came up after I couldn't f...
- Sun Feb 14, 2016 2:05 am
- Forum: Wishlist
- Topic: A Sleep Function for Units
- Replies: 1
- Views: 2851
A Sleep Function for Units
One of the functions for units Freeciv has been lacking is the ability to have a unit, such as a worker or the likes, sleep. Currently the closest you can come to making a unit temporarily inactive is by making them go into sentry mode, but the problem is units you want to put aside will just wake u...
- Sun Feb 14, 2016 2:01 am
- Forum: Wishlist
- Topic: German Empire 1871 nation ruleset
- Replies: 2
- Views: 4143
Re: German Empire 1871 nation ruleset
I've recently worked on modding in both the German Empire (2nd one) and the 3rd German Empire, is it possible for me to finish them and submit them/have them mainlined into the source?
Re: Vassals
I second this notion
- Mon Nov 23, 2015 2:15 pm
- Forum: Wishlist
- Topic: Giving Units
- Replies: 1
- Views: 3234
Giving Units
The ability to convert units to another player would be very helpful. On the off chance you need to arm an AI ally with mech infantry to defend itself without giving it a bunch of technologies.
- Mon Nov 23, 2015 2:14 pm
- Forum: Rulesets and modpacks
- Topic: Unit conversion and AI
- Replies: 3
- Views: 5362
Re: Unit conversion and AI
The AI doesn't convert units
- Mon Nov 16, 2015 4:22 pm
- Forum: Contribution
- Topic: Editing the Effects of Nuclears
- Replies: 4
- Views: 5917
Editing the Effects of Nuclears
I'm currently making a ghetto mod of the game in which there are multiple types of nuclear weapons (Nuclear bomber, ICBM, and tactical nuke [for shits and giggles]), looked all through the .ruleset scripts and couldn't find where to change the properties of the nuclear explosions, as in to change th...