Search found 314 matches

by Wahazar
Wed Jan 15, 2020 10:41 pm
Forum: Rulesets and modpacks
Topic: Weird bombardment behaviour
Replies: 9
Views: 273

Re: Weird bombardment behaviour

Corbeau wrote:Why? Does it say in the ruleset that NonNative attack is regular, and not bombardment??

It doesn't say, but it work as above. Just check your cannon vs ship.
by Wahazar
Wed Jan 15, 2020 3:38 pm
Forum: Rulesets and modpacks
Topic: Weird bombardment behaviour
Replies: 9
Views: 273

Re: Weird bombardment behaviour

Bombarder flag works only on land. So if I give "Bombarder" flag to ships, they will still be attacking each other normally while at sea? Yes, it is a freeciv feature. Same with artillery with AttackNonNative+bombarder flag - it is bombarding objects on land, but directly attacking ships ...
by Wahazar
Wed Jan 15, 2020 11:51 am
Forum: Rulesets and modpacks
Topic: Weird bombardment behaviour
Replies: 9
Views: 273

Re: Weird bombardment behaviour

No idea about first issue, at least in 2.6 it works fine (direct attack without bombarder flag).
Second issue is hardcoded. Bombarder flag works only on land. Same with airplanes.
by Wahazar
Mon Jan 13, 2020 4:48 pm
Forum: Longturn
Topic: Fuel for submarines in LT50
Replies: 9
Views: 603

Re: Fuel for submarines in LT50

BTW, what is a current state of art for 2.6 lt.net?
by Wahazar
Sun Jan 12, 2020 9:27 pm
Forum: Longturn
Topic: Fuel for submarines in LT50
Replies: 9
Views: 603

Re: Fuel for submarines in LT50

LT50 is without a doubt 2.5 game.
Longturn.net is still not compatible with 2.6
by Wahazar
Tue Jan 07, 2020 4:02 pm
Forum: Wishlist
Topic: collateral infrastructure damage
Replies: 2
Views: 606

Re: collateral infrastructure damage

Why should roads and irrigation remain intact? It is rather hard to destroy ordinary dirt road unintentionally. Or unpaved airstrip. Or underground mine. Or simple irrigation trench. While railroad, airbase, oil well or modern farmlands (with irrigation pipes) are more vulnerable. It is about ratio...
by Wahazar
Tue Jan 07, 2020 1:06 pm
Forum: Wishlist
Topic: collateral infrastructure damage
Replies: 2
Views: 606

collateral infrastructure damage

Attack on city causes random damage of city improvements, while killing units on the field doesn't affect local infrastructure. I propose to add option of random damage of high-tier infrastructure on the tile where defending stack is killed (percentage probability should depend on attacker strength,...
by Wahazar
Sat Dec 28, 2019 9:07 pm
Forum: Tech support
Topic: Server "Sort of " Working?
Replies: 4
Views: 457

Re: Server "Sort of " Working?

... It's for a group and there's issues with Client installations and we thought that the Web Version as it only requires a browser would be the best option as it's platform independent and can be played from pretty much anywhere... Try for example https://github.com/zekoz/freeciv/commits/game-mp2 ...
by Wahazar
Sat Dec 28, 2019 12:13 pm
Forum: Rulesets and modpacks
Topic: A naval diplomat
Replies: 2
Views: 295

Re: A naval diplomat

I already have some unique units with spy ability and Marines flag in my modpack, but the only on-board working option is city investigation.
Not sure if it is hardcoded in 2.6, but maybe it is not bad at all. Revolting cities without landing is maybe too powerful.
by Wahazar
Wed Dec 18, 2019 4:45 pm
Forum: Test
Topic: Augmented2 test gameplay
Replies: 9
Views: 985

Re: Augmented2 test gameplay

New important advances were learned: Navigation and Leadership. Gabu was successfully seized by Krak's army, and it opened way to the far-west outposts. On the other side, things goes wrong on prussian front - despite of desperate fight of allied forces, Elbing was captured by Basques, which broke t...