Search found 3088 matches
- Fri Feb 09, 2024 5:00 pm
- Forum: Announcements
- Topic: Stable release 3.0.10
- Replies: 1
- Views: 193
Re: Stable release 3.0.10
Windows packages now available.
- Fri Feb 09, 2024 7:08 am
- Forum: Announcements
- Topic: Stable release 3.0.10
- Replies: 1
- Views: 193
Stable release 3.0.10
3.0.10 is a generic bugfix release.
See the full list of changes.
Source code is available in the usual place. Compiled Windows packages aren't available yet, but should follow shortly; we'll post again here when they turn up.
See the full list of changes.
Source code is available in the usual place. Compiled Windows packages aren't available yet, but should follow shortly; we'll post again here when they turn up.
- Thu Feb 08, 2024 3:32 am
- Forum: General discussion
- Topic: Is there data about probabilities for non-standard diplomatic attacks?
- Replies: 2
- Views: 359
Re: Is there data about probabilities for non-standard diplomatic attacks?
Poison City used to always success (civ2 compatibility, I guess). Nowadays it's under ruleset control whether diplchance is applied or not. See actions.diplchance_initial_odds.
Buildings have "sabotage" field telling how easy it's to sabotage them.
Other details I don't remember offhand.
Buildings have "sabotage" field telling how easy it's to sabotage them.
Other details I don't remember offhand.
- Thu Feb 08, 2024 3:23 am
- Forum: Rulesets and modpacks
- Topic: How to define a non-base buildable extra?
- Replies: 6
- Views: 343
Re: How to define a non-base buildable extra?
So what should I put as "cause"? ; causes = events that can create extra type. ; "Irrigation", "Mine", "Hut", "Pollution", "Fallout", ; "Appear", "Resource", "Base", or "Road" ; (the last three requi...
- Wed Feb 07, 2024 3:32 pm
- Forum: Rulesets and modpacks
- Topic: How to define a non-base buildable extra?
- Replies: 6
- Views: 343
Re: How to define a non-base buildable extra?
I created a Resort extra (more trade to hills and mountains). However, the only way to build it is through "Base" mechanic: menu Combat -> Build Base etc. Is there any way to put it into the same category as irrigation and mine, possibly give it a shortcut? That's controlled by the "...
- Wed Feb 07, 2024 3:32 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.3 ruleset can do
- Replies: 20
- Views: 73972
Re: Changes in what a 3.3 ruleset can do
Fake Generalized Fortify action. RM #210
- Tue Feb 06, 2024 7:37 am
- Forum: Contribution
- Topic: New Nations for Freeciv
- Replies: 25
- Views: 3200
Re: New Nations for Freeciv
Ticket for Alaska nation: https://redmine.freeciv.org/issues/237 (will start with a single nation, to see how this workflow goes)
- Tue Feb 06, 2024 6:36 am
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.2 ruleset can do
- Replies: 84
- Views: 2653530
Re: Changes in what a 3.2 ruleset can do
Added achievement type Rich. RM #169
- Sun Feb 04, 2024 2:35 pm
- Forum: Art and tilesets
- Topic: Nets tile extra
- Replies: 6
- Views: 940
Re: Nets tile extra
Thank you.
- Sun Feb 04, 2024 1:26 am
- Forum: Contribution
- Topic: New Nations for Freeciv
- Replies: 25
- Views: 3200
Re: New Nations for Freeciv
Instead of .png flags we would need the .svg flags from which the .pngs are generated. Wait is there something wrong with the attached .svg flags? Sorry, my bad. Somehow I missed those attachments. Have you made (all of) those flags yourself? (For the purposes of filling origin to data/misc/flags.s...