Search found 86 matches

by meynaf
Sat Feb 10, 2018 5:05 pm
Forum: Help wanted
Topic: more or less complete testing (aka huge bug report :))
Replies: 7
Views: 2172

Re: more or less complete testing (aka huge bug report :))

Yes, dead center for automated popups is bad. Appearing at the middle-top would be superior. Having the popups with priority on the oldest would be awesome too. (Would need to have a value attached to them, or maybe automatic shuffling the newest to the back when it pops up?) Wouldn't delaying popu...
by meynaf
Sat Feb 10, 2018 4:59 pm
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 3329

Re: city setup destroyed when growing

That sounds good. But, after second thought, it's not strictly necessary to save anything. It can be made simpler than that. It would be sufficient that the worker on the occupied cell goes elsewhere. The player could of course receive a message if this has nasty effects. If the city grows, assign t...
by meynaf
Sat Feb 10, 2018 4:10 pm
Forum: Wishlist
Topic: my list of feature requests
Replies: 11
Views: 2002

Re: my list of feature requests

The displayed city radius for a settler does not match the city radius of the settled city. A minor one that slipped through the cracks when the variable city radius was implemented certainly, but still a bug. :) What happens is that the city radius of the settled city is initially the same as the ...
by meynaf
Sat Feb 10, 2018 3:48 pm
Forum: Wishlist
Topic: my list of feature requests
Replies: 11
Views: 2002

Re: my list of feature requests

Technically, I think this is a bug rather than a feature request. :P It is not really a coding error ; more like something not implemented. Controlled solely by the ruleset and tileset. (Ruleset definition points to tileset definition, Tileset definition points to sprite on an image) If it's still ...
by meynaf
Sat Feb 10, 2018 2:00 pm
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 3329

Re: city setup destroyed when growing

For disbanding a city with migrants (in order to rebuild it at another, better place) i've found the solution : reduce drastically the amount of food it produces (go largely negative). Bothersome, but it works. But it's not only this. City has 8 population, waits for Aqueduct. Or 12, waits for Sewer...
by meynaf
Sat Feb 10, 2018 11:57 am
Forum: Wishlist
Topic: Religion concept
Replies: 6
Views: 1414

Re: Religion concept

If you intend to improve the religious aspect of Freeciv, please, by all means, add Atheism in the process. For those who think religions have nothing to do in modern times...
by meynaf
Sat Feb 10, 2018 11:38 am
Forum: Wishlist
Topic: my list of feature requests
Replies: 11
Views: 2002

my list of feature requests

Ok ! Coders never have enough time to implement all they want and their todo list grows in unacceptable proportion. So i am really sorry i have to add my layer on top of this :oops: Nevertheless these seem the "right" thing to do. So here it goes : 1. Option to popup tech (F6) directly whe...
by meynaf
Sat Feb 10, 2018 11:24 am
Forum: Help wanted
Topic: more or less complete testing (aka huge bug report :))
Replies: 7
Views: 2172

more or less complete testing (aka huge bug report :))

This is my test of version 2.6, beta1. GTK3 client, Windows version. Most of these are not new, already there in 2.5.9 / GTK2. I didn't re-test everything in 2.6, but if the changelog didn't forget them, then they're still there. Problems found follow, in no particular order. It is to me as a player...
by meynaf
Sat Feb 10, 2018 8:43 am
Forum: Rulesets and modpacks
Topic: City_Radius_Sq and settler city range
Replies: 5
Views: 1399

Re: City_Radius_Sq and settler city range

Which values do you have? Current values are 2 (initial), then +3, then +5 (pretty much like experimental ruleset which i copy-pasted but i stop one step before it becomes too large imo). I use hex cells but this shouldn't change a thing. And, are you saying that the red frame when settler is activ...
by meynaf
Fri Feb 09, 2018 7:01 pm
Forum: Rulesets and modpacks
Topic: City_Radius_Sq and settler city range
Replies: 5
Views: 1399

City_Radius_Sq and settler city range

I kinda like the concept of variable city size. But there is a problem i'm currently facing. In game.ruleset we have init_city_radius_sq. In effects.ruleset we have City_Radius_Sq. And it appears they're not always added together. For the city size, ok. But when a settler is about to found a new cit...