Search found 93 matches

by meynaf
Wed Feb 07, 2018 2:38 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 4964

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: 840

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: 2121

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: 840

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: 2121

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: 2121

Re: make roads, irrigation and mining researchable

Yes but 2.5.9 isn't exactly ancient...
by meynaf
Sun Feb 04, 2018 10:07 am
Forum: Wishlist
Topic: make roads, irrigation and mining researchable
Replies: 10
Views: 2121

Re: make roads, irrigation and mining researchable

Hey, in fact it already works in 2.5.9 ! Roads are in terrain.ruleset. Just do the same as was done with Railroad. Others are at the end of effects.ruleset : one reqs block added for each relevant entry and the trick is done. Sorry for asking something already doable, but why didn't some modding gur...
by meynaf
Thu Feb 01, 2018 11:13 am
Forum: Rulesets and modpacks
Topic: friendly mercenary tribes
Replies: 10
Views: 2837

Re: friendly mercenary tribes

It seems default.lua isn't big and having to make a diff when upgrading shouldn't be too much of a hassle.
Therefore I duplicated it in my dir and did the patch given here.
It works !

Another problem solved.
But the further I go, the hotter it gets...
by meynaf
Wed Jan 31, 2018 9:18 pm
Forum: Rulesets and modpacks
Topic: friendly mercenary tribes
Replies: 10
Views: 2837

Re: friendly mercenary tribes

Ok, I will try. Thanks for your help :)

Btw. Are there other files that can be overridden this way ?
by meynaf
Wed Jan 31, 2018 3:03 pm
Forum: Rulesets and modpacks
Topic: friendly mercenary tribes
Replies: 10
Views: 2837

Re: friendly mercenary tribes

If simple lua script can fix this i'll gladly apply !
However you say default.lua and in the ruleset there is only script.lua.
Did the name simply change since 2.5 ? Or is this another file ? I don't want to touch any global file...