Search found 271 matches

by Ignatus
Fri Nov 29, 2019 6:39 pm
Forum: Wishlist
Topic: Automating Workers/Engineers - an alternative?
Replies: 11
Views: 4916

Re: Automating Workers/Engineers - an alternative?

also i had auto-engineers entering transports of allied nations and ending up spread across the map in the middle of nowhere i mean wtf :shock: :twisted: :D Yes, I believe transport entering with AI allies should be just disabled at all, or enabled only by request. A more tough player would say you...
by Ignatus
Fri Nov 29, 2019 9:25 am
Forum: Wishlist
Topic: Skirmishers attack
Replies: 2
Views: 231

Re: Skirmishers attack

Also, I think some parts of it are implementable in 3.0 or 3.1, where you can define the number of turns a unit will attack. I haven't checked, I hope it can be defined individually, for each unit, and not only for the whole game. Yes, there is a unit-specific effect. By the way, in case of bombard...
by Ignatus
Mon Nov 25, 2019 7:08 pm
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 823

Re: Macrociv ruleset for Freeciv

Yeah, AI (and thus goto) does funky things with fuel. The goto path automatically include refuel points (intristically, pathfinding advisor mostly considers the unit having fuel 1 and n times more movepoints, and finishes its planned turns on safe locations only excluding the last one. Unit order s...
by Ignatus
Sun Nov 24, 2019 9:20 pm
Forum: Rulesets and modpacks
Topic: In case generalized actions gets delayed to post 3.1
Replies: 5
Views: 417

Re: In case generalized actions gets delayed to post 3.1

sveinung wrote:Could you clarify what part you are asking for AI hints about?

Just, will AI be able to use this action and if yes, how it gets the idea of when it is necessary?
by Ignatus
Sun Nov 24, 2019 1:39 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 49
Views: 9936

Re: Changes in what a 3.1 ruleset can do

Not sure I understand what you mean here. Are you asking if a ruleset can enable "Transport Unload" but not "Transport Alight"? In that case: yes. A Bomb unit that can't alight but must be unloaded by its transport is now possible. Was my post unclear that "Transport Alight...
by Ignatus
Sun Nov 24, 2019 11:06 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 49
Views: 9936

Re: Changes in what a 3.1 ruleset can do

Enabler control for exiting to a different tile and for exiting to another transport is not done yet. Enabler control for entering a transport is also not done yet. "Transport Alight" controls cargo initiated transport exit. "Transport Unload" controls transporter initiated tran...
by Ignatus
Sat Nov 23, 2019 4:46 pm
Forum: Wishlist
Topic: Automating Workers/Engineers - an alternative?
Replies: 11
Views: 4916

Re: Automating Workers/Engineers - an alternative?

Usually auto-workers clean pollution first if they find enough of it; the problem is that if the global warming goes on rampage they have no way to rise your sunken land back (if only your ruleset does not define floating engineers). Auto-workers are hardly appliable in real games since there are en...
by Ignatus
Fri Nov 22, 2019 7:20 pm
Forum: Wishlist
Topic: trireme on land exploit
Replies: 20
Views: 2301

Re: trireme on land exploit

About ability to self-defend of unloaded unit. Maybe make fortify action disabled, when unit was unloaded on the same turn? Of course, fortify, when loaded should be disabled too. I have made an option in my fork that loaded unit will be visible if it is fortifying or fortified (but still loaded fo...
by Ignatus
Fri Nov 22, 2019 7:08 pm
Forum: Rulesets and modpacks
Topic: In case generalized actions gets delayed to post 3.1
Replies: 5
Views: 417

Re: In case generalized actions gets delayed to post 3.1

Great challenge! Are you going to give AI any hints on using these actions?
by Ignatus
Fri Nov 22, 2019 8:02 am
Forum: Contribution
Topic: Just some my random patches
Replies: 6
Views: 1765

Re: Just some my random patches

As it was discovered, the patches above likely may randomly cause segfaults because some strings from Lua are not strduped and may be cleared by gc, or something. So use with care.