Search found 80 matches

by vodot
Mon Jul 16, 2018 4:07 am
Forum: General discussion
Topic: Utility to Generate a Graphical Tech Tree from techs.ruleset
Replies: 4
Views: 1136

Re: Utility to Generate a Graphical Tech Tree from techs.ruleset

The TechTree utility linked there is the only one I know of. No idea if it still works; it might well need tweaking. I've fixed the links on that page to point to files.freeciv.org (where most stuff from download.gna.org ended up), and most of the links now work, including the TechTree one. Thanks!...
by vodot
Mon Jul 16, 2018 4:04 am
Forum: Wishlist
Topic: Policies' value visible by others.
Replies: 3
Views: 763

Re: Policies' value visible by others.

The idea is about possibility to create policies visible by other player. It is feature for ruleset authors. Imagine we can adjust focus on some way to achieve victory: science, culture or domination. If it could be restricted like tax rates (sum of level of each must be 100) and each policy will g...
by vodot
Sun Jul 15, 2018 1:59 pm
Forum: Art and tilesets
Topic: Crusader
Replies: 8
Views: 2778

Re: Crusader

cazfi wrote:Crusaders also do have "Horse" flag (Pikemen get double defense against them)


Maybe they just smell really bad, so you'd want to keep them at a distance. :D
by vodot
Sun Jul 15, 2018 1:55 pm
Forum: Rulesets and modpacks
Topic: Second irrigation (farmland)
Replies: 4
Views: 1192

Re: Second irrigation (farmland)

The construction vodot refers to is only in the current beta/RC versions, 2.6+. In the stable release, 2.5.x, Farmland existence and behaviour is more hardcoded. It is a tech flag that controls when it is available, and you can change which tech(s) have that flag. For instance, from 2.5 data/classi...
by vodot
Fri Jul 13, 2018 9:56 pm
Forum: General discussion
Topic: Utility to Generate a Graphical Tech Tree from techs.ruleset
Replies: 4
Views: 1136

Utility to Generate a Graphical Tech Tree from techs.ruleset

There used to be a utility would generate a tech tree from a techs.ruleset file. Anyone know where I could find that?

EDIT: found this page, but the tech tree util seems dead: http://freeciv.wikia.com/wiki/Utilities
by vodot
Fri Jul 13, 2018 9:48 pm
Forum: Rulesets and modpacks
Topic: 'Resplendent' Ruleset (expansion)
Replies: 6
Views: 2391

Re: 'Resplendent' Ruleset (expansion)

From my original post that combined Resplendent and Civ Traits: Hi all, I've never really posted anything here but years ago I created a private mod back in 2.2/3 that added (in addition to gobs of additional techs, buildings, and units) civ-specific traits and trait-specific units, buildings, and b...
by vodot
Fri Jul 13, 2018 9:40 pm
Forum: Rulesets and modpacks
Topic: 'Resplendent' Ruleset (expansion)
Replies: 6
Views: 2391

'Resplendent' Ruleset (expansion)

Creating a new topic to track Resplendent, my mega mod which contains expands the Tech Tree (particularly in the Atomic and Digital ages) and doubles the unit count. There is still a lot to be done, but this will give me a place to plan and publish releases. I'm also going to pause on Resplendent fo...
by vodot
Fri Jul 13, 2018 8:52 pm
Forum: Wishlist
Topic: adjustable technology leak rate
Replies: 2
Views: 690

Re: adjustable technology leak rate

There is no option for this in 2.6 aside from setting Tech Leak to "Embassies" (The weakest of the three tech leak settings). If you want to get nuts (LET'S GET NUTS!) then you can find the math itself in 'research.c' in the /common folder. I've copied it below: case TECH_LEAKAGE_EMBASSIES...
by vodot
Fri Jul 13, 2018 7:22 pm
Forum: Wishlist
Topic: River boats/ships
Replies: 26
Views: 4988

Re: River boats/ships

I think this clearly indicates that (some) 'bigland' units could be (and were) carried on triremes. I do not understand the point of denial. The key word in the above quote is "some". Catapults used in Civ are wall-breaking heavy units that create a big advantage in the field. Not the one...
by vodot
Fri Jul 13, 2018 7:13 pm
Forum: Wishlist
Topic: River boats/ships
Replies: 26
Views: 4988

Re: River boats/ships

I am not sufficiently familiar with Civilization II, so I don't know where the limitation of non-marines comes into freeciv; the same wikipedia entry on triremes refers to the boarding troops as "marines". This issue seems to put freeciv ruleset devs at sixes and sevens. Personally I woul...