Search found 275 matches

by Ignatus
Tue Nov 12, 2019 9:49 pm
Forum: Wishlist
Topic: Control over unit with another civ's flag
Replies: 0
Views: 460

Control over unit with another civ's flag

I propose to add two another parameters of a unit: controlling player and control mode. Originally, when a unit is created as starting or built, its nationality, visible nation and controlling player are the same; maybe we should add a flag of a "polite" unit that has no visible nationalit...
by Ignatus
Sat Nov 09, 2019 10:01 pm
Forum: Contribution
Topic: Just some my random patches
Replies: 6
Views: 1816

Re: Just some my random patches

My patches for Longturn 2.6 here: https://github.com/Ihnatus/freeciv Currently, server option "bombardment_reveal" is included that can leave some bombarded units (or even the bombarder) hidden if they are otherwise. To see the messages, turn on "Unit: Attack succeeded" and "...
by Ignatus
Sun Nov 03, 2019 7:39 pm
Forum: Wishlist
Topic: Enhance United Nations as a World Wonder
Replies: 2
Views: 1134

Re: Enhance United Nations as a World Wonder

Yes, it was already suggested as a one-turn bonus for Great Wall (as it works in CivII). Some developer once likely said he'll think about it.
by Ignatus
Tue Oct 29, 2019 10:03 pm
Forum: Rulesets and modpacks
Topic: Softened killstack: defend bonus in stacks
Replies: 5
Views: 1087

Re: Softened killstack: defend bonus in stacks

Wahazar wrote:1. they have mp left
2. there is place for run, including ZOC restrictions
This is approximately what v.3.0 flag "CanEscape" does with 50% probability.
by Ignatus
Sun Oct 27, 2019 10:36 pm
Forum: Wishlist
Topic: Horizontal scrolling
Replies: 2
Views: 808

Re: Horizontal scrolling

Yes! and by the wibble-wobble wheel, as I can remember, also does not scroll!
by Ignatus
Thu Oct 17, 2019 4:42 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 91
Views: 24654

Re: Correct the rulesets civ1 and civ2

Civ2 Scrolls of Ancient Wisdom. Airbase = irrigation + railroad! And many other quirks.
by Ignatus
Wed Oct 16, 2019 11:07 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 91
Views: 24654

Civ2 trade route system

Civilization II had a sophisticated trade route system that is only partially makeable within FC3.0 rulesets. I have no copy of the game so could missed or misinterpreted something but generally: 1. Trade routes can be established by civs that have discovered Trade (for cities of size>=3 that have M...
by Ignatus
Tue Oct 15, 2019 8:18 pm
Forum: Wishlist
Topic: Connectivity and resources
Replies: 3
Views: 1014

Re: Connectivity and resources

Or maybe we leave trade routes just for strategical resources (or introduce cap-to-cap trade mechanism but I don't like it) and introduce a simpler and in some aspects more realistic system for other things - moving caravans is probably not the biggest fun in the game and you have a lot of other asp...
by Ignatus
Sun Oct 13, 2019 8:05 pm
Forum: Contribution
Topic: Just some my random patches
Replies: 6
Views: 1816

Re: Just some my random patches

Updated version. General: ⋅  (Tile).continent ⋅ Player properties and method: .team_number .team_rule_name .team_name_translated :dipl_rel(Player to_whom, string rel) - mostly FC2.6+ "DiplRel" requirement compatible. You are allied and teamed with yourself. :can_see_til...
by Ignatus
Sun Oct 06, 2019 8:22 pm
Forum: Wishlist
Topic: Levels concept
Replies: 0
Views: 1198

Levels concept

Let's make a concept of level/layer/elevation : (1) each unit in any time have some elevation from the set (like, a number from 0 to 31, default is 16) (2) cargo always has the same one as its transporter, (3) when unit moves/unloads, an effect is triggered to set its elevation regarding target tile...