Search found 471 matches

by Caedo
Fri Sep 14, 2018 12:41 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 1843

Re: Troubleshooting the ruleset

By shortest path I assume you mean diagonally? Hm, here is another faraway city, dx=9, dy=10. Temple present, "Output_Waste_Pct" = 15. End result: trade 11 (+5), so corruption: 6. But it has a -15% corruption builsing and with so many steps and rounding ups/downs, I don't even want to try...
by Caedo
Fri Sep 14, 2018 12:38 pm
Forum: Wishlist
Topic: Better Waste and Corruption explanation
Replies: 0
Views: 1132

Better Waste and Corruption explanation

Due to some confusion over how corruption is calculated in this thread , I believe it would be useful to ⋅ Add a page describing how output waste works to the Economy section of the help browser ⋅ Change the "Corruption" and "Waste" entries in the city info bo...
by Caedo
Fri Sep 14, 2018 12:19 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 1843

Re: Troubleshooting the ruleset

Well, if you punch those numbers into a caclulator without rounding, you get a base corruption of 25 + 9*4 = 61. Deduce 15% of that and you get 61 * 85% = 51.85. Applying that to 11 trade, you'd get 11 * (100 - 51.85)% = 11 * 48.15% = 5.2965 trade left. If we'd rounded before, we'd have gotten 11 * ...
by Caedo
Thu Sep 13, 2018 6:50 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 1843

Re: Troubleshooting the ruleset

Are you sure the waste by distance calculation uses pythagorean distance? If we use shortest path, that's only 18, which would lead to a corruption of 97 (which is in percent, according to README.effects). 14 * 97% yields 13.58, which (I would assume) is truncated to 13. I would like to mention, tho...
by Caedo
Mon Sep 10, 2018 8:56 am
Forum: Rulesets and modpacks
Topic: More flexible government requirement for units
Replies: 3
Views: 568

Re: More flexible government requirement for units

No, not currently. In Freeciv 3.1, there will be a voodoo method using lua script, but until then, you're out of luck.
by Caedo
Mon Sep 10, 2018 8:45 am
Forum: Rulesets and modpacks
Topic: "UnitClass" requirement working with "Veteran-Build" effect?
Replies: 3
Views: 516

Re: "UnitClass" requirement working with "Veteran-Build" effect?

Veteran_Build has always worked with UnitClass requirements; otherwise the whole idea of having separate barracks, port facility and airport would've never worked. To be honest, I wouldn't look at the wiki for things like that (that page is outdated anyways), but instead look at README.effects, and ...
by Caedo
Wed Aug 29, 2018 10:09 am
Forum: Tech support
Topic: negative word overflow
Replies: 1
Views: 418

Re: negative word overflow

You could start the server with verbose logging, i.e. "freeciv-server -d 3", and then, when the error occurs, look at what came before (presumably attempting to send something to the client).
by Caedo
Mon Aug 27, 2018 5:04 pm
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 1649

Re: Negative requirements: nreq vs. "negate" TRUE/FALSE

Also, I believe the "negated" (and then "present") aren't supposed to be something additional, but a way to generalize and abstract the requirements system, which makes both it and anything dealing with it (such as AI) clearer and less error-prone. I think it is clear enough tha...
by Caedo
Wed Aug 22, 2018 6:35 am
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 1649

Re: Negative requirements: nreq vs. "negate" TRUE/FALSE

Adding more complex effect requirement formulae probably wouldn't affect computation time too much, but it would make it significantly harder for AI to understand them. Also, I believe the "negated" (and then "present") aren't supposed to be something additional, but a way to gen...
by Caedo
Tue Aug 21, 2018 12:35 pm
Forum: Rulesets and modpacks
Topic: Question: Upgrade_Unit effect
Replies: 3
Views: 448

Re: Question: Upgrade_Unit effect

Yes. Different effects of the same type always add up, and the Upgrade_Unit effect upgrades a number of obsolete units equal to the sum of all active effects per turn (as you could have actually figured out yourself from README.effects).