Search found 87 matches

by meynaf
Fri Feb 09, 2018 7:01 pm
Forum: Rulesets and modpacks
Topic: City_Radius_Sq and settler city range
Replies: 5
Views: 1454

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...
by meynaf
Thu Feb 08, 2018 8:25 am
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 3986

Re: civ1 behavior

Something that might help "after each advance" part: Game -> Options -> Local Client -> Interface -> Popup tech help when gained -> Enabled It doesn't help much. Should popup the research (F6) instead. For a simple recall, i've found that the popup message is enough. And neither will help...
by meynaf
Wed Feb 07, 2018 5:45 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 3986

Re: civ1 behavior

Yeah but in my memory they weren't allowed in the original games (pretty sure for civ1, unverified for civ2).
I admit that i have no idea for civ3, civ4, civ5, civ6 :mrgreen:
by meynaf
Wed Feb 07, 2018 3:15 pm
Forum: Rulesets and modpacks
Topic: ordering of tech tree
Replies: 1
Views: 786

ordering of tech tree

Is there a way to affect the order of the items in the displayed tech tree ?
Mine is starting to get very convoluted...
Order in which they are given does not seem to have an impact.
by meynaf
Wed Feb 07, 2018 2:38 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 3986

Re: civ1 behavior

cazfi wrote:Anybody know if similar change would be needed for civ2 ruleset too?

From the back of my head i'd say 'yes' but it would be unverified.
by meynaf
Mon Feb 05, 2018 7:50 am
Forum: Tech support
Topic: cm solution ?
Replies: 2
Views: 708

Re: cm solution ?

The problem is precisely that they are not AI cities, and they have governor turned off :( Could be automatic placement when population changes, but i keep getting this every turn. So ok, it's with "experimental" ruleset, but it occured with others, though much more rarely. Seems the bigge...
by meynaf
Mon Feb 05, 2018 7:33 am
Forum: Wishlist
Topic: make roads, irrigation and mining researchable
Replies: 10
Views: 1814

Re: make roads, irrigation and mining researchable

What happened in this case is that i searched, did not find, asked here, did not get anything usable for 2.5, and later stumbled upon it while looking for something else... But, hey, at least, problem solved now. And it is true that now i have much more insight of the ruleset. Something i found very...
by meynaf
Sun Feb 04, 2018 8:27 pm
Forum: Tech support
Topic: cm solution ?
Replies: 2
Views: 708

cm solution ?

What's this ?

Code: Select all

Did not find a cm solution in 25000 iterations for <city name>.

I keep getting one of them per turn with very large cities. Seems to be slowing the whole thing down, btw.
by meynaf
Sun Feb 04, 2018 4:08 pm
Forum: Wishlist
Topic: make roads, irrigation and mining researchable
Replies: 10
Views: 1814

Re: make roads, irrigation and mining researchable

Well, so in short it has become so big that you can't remember everything.
Ok, but then, nobody can really help me :lol:
by meynaf
Sun Feb 04, 2018 12:13 pm
Forum: Wishlist
Topic: make roads, irrigation and mining researchable
Replies: 10
Views: 1814

Re: make roads, irrigation and mining researchable

Yes but 2.5.9 isn't exactly ancient...