Search found 271 matches

by Ignatus
Fri Dec 27, 2019 5:46 pm
Forum: Rulesets and modpacks
Topic: civ2civ3 Engineers Not Able to Irrigate Desert to Farmland?
Replies: 2
Views: 223

Re: civ2civ3 Engineers Not Able to Irrigate Desert to Farmland?

It's intentional because it would not give more food and would prevent super highways trade bonus. You can get desert/farmland from global warming but can't make it yourself. The automatic documentation probably misses some complex cases, maybe one should document it manually.
by Ignatus
Thu Dec 19, 2019 6:23 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 142
Views: 81422

Re: Changes in what a 2.6 rule set can do

Wahazar wrote:How to define icons for policies? In Qt help I see identical default gov. icons for each policy,
I tried to define it by standard graphic statement, but is doesn't make any effect neither error code:

There is no such parameter yet. Some bug in Qt help widget?
by Ignatus
Mon Dec 16, 2019 3:07 pm
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 41
Views: 7755

Re: R.I.P Not responding.

[Output_Waste_0] type    = "Output_Waste" value   = 100 reqs = {     "type",        "name",      "range"       "OutputType",  "science",   "Local"       "NationGroup", "Barbarian", "Player" } This ef...
by Ignatus
Sat Dec 07, 2019 9:28 pm
Forum: Wishlist
Topic: Differentiated veteran systems
Replies: 0
Views: 543

Differentiated veteran systems

Currently, any unit type has only one veteran system, either common or individual, that is used for all means (we can set "NoCombatVeteran" flag for units that are promoted only by working). I propose a feature (influenced by CivIV) that a unit may get veterancies in different businesses t...
by Ignatus
Thu Dec 05, 2019 3:18 pm
Forum: Wishlist
Topic: BarbarianTechBoat
Replies: 1
Views: 284

Re: BarbarianTechBoat

As a kludge for now, you can replace the caravels etc. with motorboats and destroy them in "turn_start"/"turn_begin" signal, the units will be resqued (but their number will be still limited to the original boat).
by Ignatus
Mon Dec 02, 2019 9:15 pm
Forum: Wishlist
Topic: Cannot prolong armistice in time
Replies: 5
Views: 385

Re: Cannot prolong armistice in time

The AI has a lot of stupidities compensated with cheating abilities. This is far from the biggest. But yes, AI has a function for diplomatic state desirability and if it wants more peaceful relation it better should not kill your units. But OTOH if it not offers you peace it does not want it very mu...
by Ignatus
Mon Dec 02, 2019 4:46 am
Forum: Wishlist
Topic: sometimes a turn is skipped
Replies: 4
Views: 504

Re: sometimes a turn is skipped

What version is it? Do you use turn time limit?
by Ignatus
Sun Dec 01, 2019 11:01 am
Forum: Wishlist
Topic: Connectivity and resources
Replies: 3
Views: 994

Re: Connectivity and resources

A minimal ruleset data format that can support at least Civ2 traderoute bonuses should look somehow like this: [connectivity_raiload] ;/*TRANS: city A connected to city B by what */ name = _("by railroad") city_reqs = {"type", "name", "range" "Tech",...
by Ignatus
Sat Nov 30, 2019 6:06 pm
Forum: Contribution
Topic: Ihnatus branch for 2.6 Longturn server/client
Replies: 0
Views: 503

Ihnatus branch for 2.6 Longturn server/client

I have started a branch of 2.6 mods some of which may go to the main or Longturn releases. Network compatibility with 2.6 protocol is kept. Features: ⋅  Bombardment revealing may be restricted with option "bombardment_reveal": "ALL" reveals all participants of bombardme...
by Ignatus
Fri Nov 29, 2019 6:44 pm
Forum: Wishlist
Topic: Requirements for Civilization IV ruleset
Replies: 5
Views: 970

Re: Requirements for Civilization IV ruleset

A fortifying unit defense bonus grows by 5% until the addition reaches 25%.
A "cottage" extra on a tile grow in some turns (game speed setting dependent) to another extras that give increasingly more gold bonus and more pillage bonus.