Search found 93 matches

by meynaf
Mon Jan 29, 2018 9:09 pm
Forum: Rulesets and modpacks
Topic: new researches ?
Replies: 5
Views: 1795

Re: new researches ?

I don't use spies so i'd rather add heavy tanks, sci-fi aircrafts, storm troopers, things like that ;) Note that Fusion Power is indeed not really useful in standard rulesets, however in mine it allows nuclear plants to work without risk of meltdown. Some researches are "dead branches" in ...
by meynaf
Mon Jan 29, 2018 12:00 pm
Forum: Rulesets and modpacks
Topic: new researches ?
Replies: 5
Views: 1795

new researches ?

Hello, Still working on my ruleset. Maybe for a release one day, if there is demand - who knows. It is designed for very long playing (many turns) so that discoveries have the time to get used before being obsolete. Researching has been made very slow and start date changed accordingly (and for the ...
by meynaf
Mon Jan 29, 2018 6:32 am
Forum: Wishlist
Topic: make roads, irrigation and mining researchable
Replies: 10
Views: 2207

make roads, irrigation and mining researchable

As title says. I like minimalistic starts and these aren't strictly necessary for a beginning :) Roads are perhaps already conditionable with "reqs" in terrain.ruleset/[road_road] block. Not tested. But others are not. In fact all abilities could be made configurable in the ruleset (and se...
by meynaf
Sun Jan 28, 2018 4:48 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 5188

Re: civ1 behavior

cazfi wrote:That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.

Yep.
In doubt, feel free to ask me. I know the game quite well and can perform tests nearly anytime.
by meynaf
Sun Jan 28, 2018 3:21 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 5188

Re: civ1 behavior

cazfi wrote:For ticket #704309 some research on civ1 & civ2 (for respective rulesets) would be needed. http://www.hostedredmine.com/issues/704309

In civ1 it is absolutely impossible to get RailRoad before Bridge Building, even if you steal technology (it will always give one you can search).
by meynaf
Sun Jan 28, 2018 7:39 am
Forum: Wishlist
Topic: 1. Ruleset-flexible combat; 2. Bombarding duels
Replies: 13
Views: 2998

Re: 1. Ruleset-flexible combat; 2. Bombarding duels

That's pretty much what a round of combat is. Every round, either the attacker or defender loses health. Though it can actually be more than 1 since it depends on the Firepower attribute. Yes ! So the idea is to have a fixed maximum number of combat rounds per turn so that the fight can be several ...
by meynaf
Sat Jan 27, 2018 4:47 pm
Forum: Tech support
Topic: animation prb (gtk2)
Replies: 7
Views: 2008

Re: animation prb (gtk2)

Really? Maybe we're talking about different dialogs. I'm not talking about messages, but about Diplomat/Caravan "Choose your action" dialogs. Those only appear when the previous one is closed, since they appear as part of a move, but in synchronous phasemode, they can appear right after t...
by meynaf
Sat Jan 27, 2018 4:17 pm
Forum: Wishlist
Topic: 1. Ruleset-flexible combat; 2. Bombarding duels
Replies: 13
Views: 2998

Re: 1. Ruleset-flexible combat; 2. Bombarding duels

1. Right now combat happens in turns and ends "when one of the opponents is dead". Instead, make it possible to have N rounds of combat. "N" will be defined in the ruleset, either globally, for a unit class or for each individual unit. Maybe even depending on terrain (combat end...
by meynaf
Sat Jan 27, 2018 3:14 pm
Forum: Single player
Topic: Number of Players
Replies: 3
Views: 2127

Re: Number of Players

Original Civ1 does something like this. Any time a player (there, an AI) is defeated before 1 AD, a new one is created.
by meynaf
Sat Jan 27, 2018 12:45 pm
Forum: Tech support
Topic: animation prb (gtk2)
Replies: 7
Views: 2008

Re: animation prb (gtk2)

It happens without me clicking anywhere...