Search found 57 matches

by Dino the Dinosore
Tue Apr 07, 2020 1:18 am
Forum: Rulesets and modpacks
Topic: Going wild with animals
Replies: 11
Views: 1788

Re: Going wild with animals

Much as I enjoy the animals, I'm concerned that having them is a disadvantage for the AI players. My testing shows that, even given an extra phalanx to start with, the AI's lose a lot of units to land animals early, and even more to sea animals later in the game. Since the AI is not that great alrea...
by Dino the Dinosore
Mon Apr 06, 2020 2:41 am
Forum: Rulesets and modpacks
Topic: Going wild with animals
Replies: 11
Views: 1788

Re: Going wild with animals

The wiki says Freeciv barbarians are represented by special AI players that have some special rules (e.g. they do not enter huts and can not build units without "BarbarianBuild" or "BarbarianBuildTech" role). If so, this must be hard-coded since units.ruleset has no relevant unit...
by Dino the Dinosore
Sun Apr 05, 2020 4:49 am
Forum: Rulesets and modpacks
Topic: Going wild with animals
Replies: 11
Views: 1788

Going wild with animals

To use the new wild animals feature available in 2.6 you need a customized ruleset. Here's a write-up of what you have to do. Maybe I should add this to the Wiki - but where? 1 You need the animal graphics. I used the (amplio2) "animals.png" file, link - http://forum.freeciv.org/f/download...
by Dino the Dinosore
Thu Jan 31, 2019 1:08 am
Forum: Forum
Topic: Can a mistaken post be deleted?
Replies: 1
Views: 2152

Can a mistaken post be deleted?

Is there any way to delete a post that was made in error to the wrong thread? Specifically the last post to this thread -

http://forum.freeciv.org/f/viewtopic.php?f=4&p=99136#p99136

Same post also appears in the correct thread. Not a big deal, just an annoyance.
by Dino the Dinosore
Fri Dec 28, 2018 12:17 am
Forum: Rulesets and modpacks
Topic: mixing ruleset features? (specifically: civ2civ3 with variable city radius)
Replies: 10
Views: 3833

Re: mixing ruleset features? (specifically: civ2civ3 with variable city radius)

Animal sprites are a problem for custom rulesets, the files that control them are not in the same directory as the custom ruleset stuff. Which is why I forgot to include them earlier. (I'm using amplio2, hope you are also.) You need a new "amplio2.tilespec" in the directory ".../share...
by Dino the Dinosore
Sat Dec 22, 2018 3:24 am
Forum: Rulesets and modpacks
Topic: Question: Fort changes tile ownership
Replies: 3
Views: 1509

Re: Question: Fort changes tile ownership

Could be that the code is treating the value as unsigned, which makes it effectively 255. I heard that something similar was responsible for Ghandi becoming so murderous. Maybe try 0?
by Dino the Dinosore
Fri Dec 21, 2018 3:50 am
Forum: Rulesets and modpacks
Topic: wild animals disappear
Replies: 5
Views: 1904

Re: wild animals disappear

Not sure I fully understand how ranges work, but I believe you. Tested

Code: Select all

"Nation", "Animal Kingdom", "Player", FALSE
and it appears to work OK. Thanks.
by Dino the Dinosore
Fri Dec 21, 2018 2:24 am
Forum: Rulesets and modpacks
Topic: wild animals disappear
Replies: 5
Views: 1904

Re: wild animals disappear

It doesn't like range "Local". Have now verified what works is

Code: Select all

 "Nation", "Animal Kingdom", "World", FALSE
by Dino the Dinosore
Fri Dec 21, 2018 1:23 am
Forum: Wishlist
Topic: Lua scripts - unit's veteran level
Replies: 2
Views: 1225

Lua scripts - unit's veteran level

You can assign a unit's veteran_level when creating a unit with edit.create_unit(), but there's no way to find out a unit's veteran_level or changing it. There should be a "unit.veteran_level" & "edit.unit_veteran_level()".
by Dino the Dinosore
Fri Dec 21, 2018 1:15 am
Forum: Rulesets and modpacks
Topic: wild animals disappear
Replies: 5
Views: 1904

Re: wild animals disappear

Thanx - I missed that Retire_Pct effect.