Search found 453 matches

by Caedo
Fri Sep 21, 2018 8:12 am
Forum: Wishlist
Topic: Water!
Replies: 10
Views: 2506

Re: Water!

Ladies and gentlemen, here we see a wild necropost in its natural habitat... As for your ideas - irrigating next to mountains would be easy to do in a ruleset. However, the whole "dried irrigation" thing would require quite some work, since as of right now, once an extra is built, it it co...
by Caedo
Sun Sep 16, 2018 9:29 pm
Forum: Single player
Topic: I CANT BEAT AI
Replies: 4
Views: 73

Re: I CANT BEAT AI

Did you try playing the Tutorial scenario?
by Caedo
Fri Sep 14, 2018 12:41 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 230

Re: Troubleshooting the ruleset

By shortest path I assume you mean diagonally? Hm, here is another faraway city, dx=9, dy=10. Temple present, "Output_Waste_Pct" = 15. End result: trade 11 (+5), so corruption: 6. But it has a -15% corruption builsing and with so many steps and rounding ups/downs, I don't even want to try...
by Caedo
Fri Sep 14, 2018 12:38 pm
Forum: Wishlist
Topic: Better Waste and Corruption explanation
Replies: 0
Views: 34

Better Waste and Corruption explanation

Due to some confusion over how corruption is calculated in this thread , I believe it would be useful to ⋅ Add a page describing how output waste works to the Economy section of the help browser ⋅ Change the "Corruption" and "Waste" entries in the city info bo...
by Caedo
Fri Sep 14, 2018 12:19 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 230

Re: Troubleshooting the ruleset

Well, if you punch those numbers into a caclulator without rounding, you get a base corruption of 25 + 9*4 = 61. Deduce 15% of that and you get 61 * 85% = 51.85. Applying that to 11 trade, you'd get 11 * (100 - 51.85)% = 11 * 48.15% = 5.2965 trade left. If we'd rounded before, we'd have gotten 11 * ...
by Caedo
Thu Sep 13, 2018 6:50 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 230

Re: Troubleshooting the ruleset

Are you sure the waste by distance calculation uses pythagorean distance? If we use shortest path, that's only 18, which would lead to a corruption of 97 (which is in percent, according to README.effects). 14 * 97% yields 13.58, which (I would assume) is truncated to 13. I would like to mention, tho...
by Caedo
Mon Sep 10, 2018 8:56 am
Forum: Rulesets and modpacks
Topic: More flexible government requirement for units
Replies: 3
Views: 68

Re: More flexible government requirement for units

No, not currently. In Freeciv 3.1, there will be a voodoo method using lua script, but until then, you're out of luck.
by Caedo
Mon Sep 10, 2018 8:45 am
Forum: Rulesets and modpacks
Topic: "UnitClass" requirement working with "Veteran-Build" effect?
Replies: 3
Views: 61

Re: "UnitClass" requirement working with "Veteran-Build" effect?

Veteran_Build has always worked with UnitClass requirements; otherwise the whole idea of having separate barracks, port facility and airport would've never worked. To be honest, I wouldn't look at the wiki for things like that (that page is outdated anyways), but instead look at README.effects, and ...
by Caedo
Wed Aug 29, 2018 10:09 am
Forum: Tech support
Topic: negative word overflow
Replies: 1
Views: 51

Re: negative word overflow

You could start the server with verbose logging, i.e. "freeciv-server -d 3", and then, when the error occurs, look at what came before (presumably attempting to send something to the client).
by Caedo
Mon Aug 27, 2018 5:04 pm
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 300

Re: Negative requirements: nreq vs. "negate" TRUE/FALSE

Also, I believe the "negated" (and then "present") aren't supposed to be something additional, but a way to generalize and abstract the requirements system, which makes both it and anything dealing with it (such as AI) clearer and less error-prone. I think it is clear enough tha...