Search found 33 matches

by Akechi
Mon Oct 01, 2018 4:36 pm
Forum: Wishlist
Topic: Unload on land use one mp
Replies: 14
Views: 2171

Re: Unload on land use one mp

It seems like native tile version of slow_invasions. It maybe better if mp decrease is changeable by ruleset or server option. (Off-topic) Currently unload without moving doesn't cost any movement points. Due to above, Freeciv 2.6 or after can ship hopping. (reference link: https://web.archive.org/w...
by Akechi
Fri Sep 14, 2018 1:52 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 2733

Re: Troubleshooting the ruleset

Caedo wrote:When was that code written?
It seems September 2004.
https://github.com/freeciv/freeciv/comm ... 26fb7R2252
Before September 2004, it seems Courthouse and Palace just halves corruption (fractions are rounded down towards zero).
by Akechi
Fri Sep 14, 2018 1:10 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 2733

Re: Troubleshooting the ruleset

Corbeau wrote:So, just to make things clear, path is also calculated diagonally, not by Pythagoras? Distance between cities at (0,0) and (3,3) would be 3, not 3*sqrt(2) = 4(.2)?

Yes, 3. not squared radius.
by Akechi
Fri Sep 14, 2018 12:49 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 2733

Re: Troubleshooting the ruleset

Wait, seriously? Corruption is calculated against the city's trade output before Output_Waste_Pct effects are taken into account? That sounds like it would introduce unnecessary rounding errors. When was that code written? Code is written from around https://github.com/freeciv/freeciv/blob/S2_6/com...
by Akechi
Fri Sep 14, 2018 12:37 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 2733

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 Akechi
Mon Sep 10, 2018 12:46 pm
Forum: Rulesets and modpacks
Topic: "UnitClass" requirement working with "Veteran-Build" effect?
Replies: 3
Views: 786

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

These effects use get_unittype_bonus: Defend_Bonus, (3.0+)Attack_Bonus, Veteran_Build, Move_Bonus, Unit_Recover, (3.0+)Unit_Buy_Cost_Pct, Hp_Regen, Unit_Vision_Radius_Sq These effects use get_unit_bonus: (3.0+)Stealings_Ignore, Thiefs_Share_Pm, Veteran_Combat, (3.0+)Combat_Rounds, Unit_Recover, Hp_R...
by Akechi
Sun Sep 09, 2018 1:15 am
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 2733

Re: Troubleshooting the ruleset

Economy Tab (F5) may help you.
Have you checked unit gold upkeep?
by Akechi
Fri Sep 07, 2018 2:10 pm
Forum: Wishlist
Topic: Miscellaneous wishlist...
Replies: 3
Views: 894

Miscellaneous wishlist...

Since various ideas are written in this forum, so I write some also... 0 1. Attack_Bonus reference to attacker tile, defender unit type ..... make opposite side of Defend_Bonus. ..... ...or unit type stays attacker, to allow like: if Archers on Hills, then gets +50% Attack_Bonus. 0 2. Adjustable min...
by Akechi
Wed Aug 29, 2018 2:49 pm
Forum: Wishlist
Topic: AI vs Capturable and Bombarder flag
Replies: 10
Views: 1880

Re: AI vs Capturable and Bombarder flag

Can someone clarify, then? If a unit with a "Bombarder" flag attacks non-native terrain, it doesn't act as "Bombarder" and is basically risking destruction? Bombard combat occurs when all of following condition are satisfied: 1. Terrain class of target tile is Land. 2. At least ...
by Akechi
Tue Aug 21, 2018 2:47 pm
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 2379

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

Hold on, there is a bump on my desk, I need to smooth it out with my forehead. Uh, sorry for lack of words. Quoted from 2.5's doc/README.effects: A requirement may have a 'negated' field, and if this is 'TRUE', the requirement is negated. If this is 'FALSE', the requirement is not negated. Quoted f...