Search found 93 matches

by meynaf
Tue Apr 03, 2018 11:28 am
Forum: Wishlist
Topic: Pollution as part of the game score
Replies: 2
Views: 855

Re: Pollution as part of the game score

I'd go further and suggest an option which makes it impossible to win the game as long as there is even just a single polluted tile ;)
by meynaf
Tue Apr 03, 2018 11:24 am
Forum: Freeciv-web
Topic: Why do you play Freeciv-web vs Freeciv?
Replies: 7
Views: 2826

Re: Why do you play Freeciv-web vs Freeciv?

Corbeau wrote:(...) and I can use the Trident tileset which is much clearer and more technical than the iso-eyecandy.

What ? I am not alone doing that ?? :o

If devs don't know what to do with Freeciv-web, well, providing the choice of used tileset could be an interesting thing to do...
by meynaf
Tue Apr 03, 2018 11:11 am
Forum: Wishlist
Topic: Citizens dispositions/habits
Replies: 2
Views: 902

Re: Citizens dispositions/habits

Idea extension is to make binary policy called "Free Market". After selecting Free Market, our Civilization gets fewer money, but citizens are automatically more happy, because commerce will produce goods to entertainment people. Decrease tax rate and raise luxury rate. You will get this ...
by meynaf
Wed Mar 07, 2018 5:19 pm
Forum: Single player
Topic: How to make a spaceship?
Replies: 8
Views: 6643

Re: How to make a spaceship?

It would be more interesting to build large space ships if the war could be bring to alpha centauri as well, i.e. if you could bring units in the ship to fight other ppl there...
Ok, a bit delirious but nevertheless :mrgreen:
by meynaf
Mon Feb 19, 2018 2:45 pm
Forum: Rulesets and modpacks
Topic: new researches ?
Replies: 5
Views: 1663

Re: new researches ?

My biggest problem now is the lack of graphics and of anything the new researches would bring. They just reuse other things.
For new wonders I have used the ones that aren't used by the default ruleset, but that's all.
Anyway I have currently 170 techs in my tree.
by meynaf
Thu Feb 15, 2018 4:28 pm
Forum: Wishlist
Topic: my list of feature requests
Replies: 11
Views: 2318

Re: my list of feature requests

Yeah, but with rockets? Voyager 1 took 36 years just to reach the edge of the solar system! 40+ years (10% of the speed of light?) would probably make more sense. And give everyone else enough time to kill you. Voyager 1 does not have constant thrust and travels with its initial speed. A mere 1G pu...
by meynaf
Thu Feb 15, 2018 12:25 pm
Forum: Wishlist
Topic: my list of feature requests
Replies: 11
Views: 2318

Re: my list of feature requests

All I want when I build a spaceship is to finish a boring game as winner: Three modules. :P We differ wildly here : I build as much as the game accepts :) Not at the moment, there are three effects SS_Module (etc.) in the effects.ruleset, and three buildings building_space_module (etc.) in the buid...
by meynaf
Thu Feb 15, 2018 8:50 am
Forum: Wishlist
Topic: my list of feature requests
Replies: 11
Views: 2318

Re: my list of feature requests

At the moment that's not really helpful: As soon as you know that you need exactly three modules, and that components come in pairs, it doesn't matter in which order you build the minimal set of modules or the pairs. Not exactly true for the modules. You may try sending more population, with limite...
by meynaf
Mon Feb 12, 2018 6:23 pm
Forum: Tech support
Topic: animation prb (gtk2)
Replies: 7
Views: 1817

Re: animation prb (gtk2)

Actually this problem is worse than it looks.
It's not only about missing the action. I've just discovered that some messages can be lost during the process ! Image
by meynaf
Mon Feb 12, 2018 6:02 pm
Forum: Rulesets and modpacks
Topic: City_Radius_Sq and settler city range
Replies: 5
Views: 1594

Re: City_Radius_Sq and settler city range

Another, easier to implement solution : create some value such as settler_radius_sq which is used if it exists (else it's init_city_radius_sq like before).
It would then receive the maximum size, to indicate what the city will look like in the future.