Search found 493 matches

by Caedo
Tue Feb 04, 2020 8:20 am
Forum: Wishlist
Topic: home city for homeless when killunhomed>0
Replies: 7
Views: 1964

Re: home city for homeless when killunhomed>0

In the current master (3.1+), the "change home city" action is already controlled by an action enabler; I believe the requirement that a unit must already have a home has been un-hardcoded. However, I don't believe there is currently a means of requiring a server setting to have (or not ha...
by Caedo
Thu Jan 16, 2020 7:40 am
Forum: Rulesets and modpacks
Topic: Weird bombardment behaviour
Replies: 9
Views: 1181

Re: Weird bombardment behaviour

Depending on your game version, this might still be hardcoded behavior (bombardment only against land), or it might be part of the respective action enabler (or both).
by Caedo
Wed Jan 08, 2020 7:26 pm
Forum: Freeciv-web
Topic: How to prevent players from using /take command ?
Replies: 3
Views: 1208

Re: How to prevent players from using /take command ?

What nations players are allowed to /take is managed by the 'allowtake' server option. Setting it to the empty string "" means players aren't allowed to take other players (human, AI or barbarian; alive or dead), and can't observe (globally or other players). As far as I know, it is not po...
by Caedo
Mon Dec 16, 2019 6:51 pm
Forum: General discussion
Topic: Page broken
Replies: 2
Views: 997

Re: Page broken

That page has always looked like that (and by "always", I mean it was only created a month and a half ago). The official downloads page is not on the wiki anymore. I think the actual problem is incorrect links since the wiki's domain name is no longer freeciv.org.
by Caedo
Mon Nov 25, 2019 8:56 am
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 2077

Re: Macrociv ruleset for Freeciv

Yeah, AI (and thus goto) does funky things with fuel. I assume the reason AI doesn't send out those units at all is because it doesn't use fueled units for exploration – in most supplied rulesets, planes only have fuel for a turn or two, so that makes sense. The more general thing with goto is that ...
by Caedo
Sun Nov 24, 2019 8:47 pm
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 2077

Re: Macrociv ruleset for Freeciv

I was thinking more a case of "you probably don't want to hang out in the sea for long" so I wouldn't want that to be there until a boat has been in the deep ocean for a while, which is also not currently possible. Eh, a fuel like system would probably be better. In 3.0, there's the "...
by Caedo
Sun Nov 24, 2019 6:17 pm
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 2077

Re: Macrociv ruleset for Freeciv

I did notice frag adjustment, but of course I'm using v2.6 so I can't use v3.0 stuff yet. I actually considered splitting the years into months, but decided it wouldn't really give any benefits to Macrociv. That's cool that you can define seasonal effects that way, though it would make it take unre...
by Caedo
Sun Nov 24, 2019 8:55 am
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 2077

Re: Macrociv ruleset for Freeciv

The turns~years problem can actually be fixed – take a loot at the calendar.fragments option in game.ruleset, and the Turn_Fragments effect type. This allows a single turn to be less than a year (e.g. a quarter, a month, or whatever you fancy). Another bonus (other than making the year scale fit you...
by Caedo
Fri Oct 11, 2019 7:15 pm
Forum: Tech support
Topic: modpack installer
Replies: 1
Views: 781

Re: modpack installer

When comiling from source, fcmp needs to be explicitly enabled by running configure with the `--enable-fcmp=yes` option. There are some more detailed options listed in `configure --help`.
by Caedo
Fri Sep 27, 2019 8:14 am
Forum: Tech support
Topic: weird bug with trireme class
Replies: 3
Views: 1103

Re: weird bug with trireme class

EDIT: Misunderstood the question; see Ignatus' answer below.