Search found 1105 matches

by Corbeau
Tue Mar 03, 2020 5:14 pm
Forum: Rulesets and modpacks
Topic: Qs: Tech cost & Empire_Size_Base effect
Replies: 4
Views: 1719

Re: Qs: Tech cost & Empire_Size_Base effect

So where is researchcost defined and how much is it? researchcost is just the name of sciencebox changed in 2005, and at style 1 it should just be the overall multiplier in percents (1 to 10000). The rest - :?: , maybe something with team pooled research and individual research bonuses is in effect...
by Corbeau
Mon Mar 02, 2020 10:49 pm
Forum: Rulesets and modpacks
Topic: Qs: Tech cost & Empire_Size_Base effect
Replies: 4
Views: 1719

Qs: Tech cost & Empire_Size_Base effect

I have two questions. One is a mystery, the other a technical one. 1. The following tech cost style is activated in a ruleset: ; 1 - Cost of technology is: ; MAX((1+parents) * (researchcost/2) * sqrt(1+parents), researchcost) ; where num_parents == number of requirement for tech, counted ; recursive...
by Corbeau
Mon Feb 24, 2020 11:10 pm
Forum: General discussion
Topic: Heavy exploit/bug/nonsense at turn change
Replies: 9
Views: 2675

Re: Heavy exploit/bug/nonsense at turn change

So if I understand your idea well and think it to the logical end, instead of believing that during TC the city passes through some consequent states, we take all output and changes from the state configured to the end of the turn and only then apply all changes? Yes. Because: 1. "Philosophica...
by Corbeau
Mon Feb 24, 2020 11:34 am
Forum: General discussion
Topic: Heavy exploit/bug/nonsense at turn change
Replies: 9
Views: 2675

Heavy exploit/bug/nonsense at turn change

I can't really believe that this hasn't been reported so far, but I have been here for a while and I haven't seen the discussion so I'll post it. The sequence of calculation at turn change is as follows: 1. Production points accumulate in each city. 2. Completed production materialises. 3. City Happ...
by Corbeau
Fri Feb 21, 2020 6:21 pm
Forum: Rulesets and modpacks
Topic: Add nations: problem
Replies: 7
Views: 1289

Re: Add nations: problem

Can you retrace your steps, use the old nations.ruleset, and try starting the game again?
by Corbeau
Fri Feb 21, 2020 5:51 pm
Forum: Freeciv-web
Topic: Someone please conquer me
Replies: 2
Views: 926

Re: Someone please conquer me

You give up too easily, comrade.
by Corbeau
Fri Feb 21, 2020 5:46 pm
Forum: Rulesets and modpacks
Topic: Add nations: problem
Replies: 7
Views: 1289

Re: Add nations: problem

The same problem didn't occur before changing the nations.ruleset?
by Corbeau
Fri Feb 14, 2020 12:00 pm
Forum: Rulesets and modpacks
Topic: Civ2civ3 rebalancing re attack from non-native-tiles
Replies: 2
Views: 954

Re: Civ2civ3 rebalancing re attack from non-native-tiles

Bonus defence against Musketeers is City Walls. Even if they are from the sea, they are still land units. Coastal Defense works against naval units.
by Corbeau
Tue Feb 11, 2020 12:14 pm
Forum: General discussion
Topic: Playing Freeciv Totally BLind
Replies: 7
Views: 1818

Re: Playing Freeciv Totally BLind

Wow! I'm having a difficult time even imagining how I would be able to paly the game without a full representation of the map! I didn't know it was at all possible! I'm happy that it's even partially working for someone with such disability! (Sorry, not a programmer myself, but... this would maybe b...
by Corbeau
Fri Jan 24, 2020 1:00 pm
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset, v2.x - WORK IN PROGRESS
Replies: 19
Views: 7265

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

My suggestion relates to allowing earlier creation of farmland prior to enabling its benefits from refrigeration and the building of supermarkets. This would allow workers, migrants, engineers, and settlers to double-irrigate to create farmland in anticipation of future benefits. This would be simi...