Search found 473 matches

by Caedo
Wed Aug 22, 2018 6:35 am
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 1881

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: 518

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).
by Caedo
Tue Aug 21, 2018 11:21 am
Forum: Rulesets and modpacks
Topic: Question: Upgrade_Unit effect
Replies: 3
Views: 518

Re: Question: Upgrade_Unit effect

You get multiple units upgraded for free every turn. This has been used in e.g. the multiplayer ruleset.
by Caedo
Mon Aug 20, 2018 3:03 pm
Forum: Single player
Topic: 2.4.3 specialist
Replies: 8
Views: 3397

Re: 2.4.3 specialist

For big cities, opening the Cities screen (F4 in the gtk client) is probably more sensible anyhow. All I need is just a 'few' more columns. Like what? I can't really think of anything missing right now. Depending on whether you like multiple things in a single column, you can have between 24 and 34...
by Caedo
Mon Aug 20, 2018 6:36 am
Forum: Rulesets and modpacks
Topic: Changing ruleset mid-game?
Replies: 5
Views: 1020

Re: Changing ruleset mid-game?

Yeah, but as you said, those are server settings, not part of the ruleset.
by Caedo
Sun Aug 19, 2018 12:42 pm
Forum: Rulesets and modpacks
Topic: Changing ruleset mid-game?
Replies: 5
Views: 1020

Re: Changing ruleset mid-game?

If by "change the ruleset" you mean "modify the ruleset while keeping the name the same", then yes. Note that you can actually switch the ruleset mid-game by manually editing the save file and then loading the edited version, but unless the rulesets are sufficiently compatible, t...
by Caedo
Wed Aug 15, 2018 12:54 pm
Forum: Rulesets and modpacks
Topic: how to define effects?
Replies: 8
Views: 1569

Re: how to define effects?

probably becasue I'm using WinXP or because I installed freeciv client GTK manually. I have another client, Qt, which have English language, but it have no editing mode. In your install directory, is there a file called freeciv-gtk3. cmd (or gtk2, depending on your client)? If so, you can run that ...
by Caedo
Wed Aug 15, 2018 6:50 am
Forum: Wishlist
Topic: Useful Demographics
Replies: 5
Views: 1014

Re: Useful Demographics

Actually, I believe these are all demographics that affect a player's score, so if you're somewhere where score matters, these are actually useful.
by Caedo
Mon Aug 13, 2018 4:56 pm
Forum: Single player
Topic: 2.4.3 specialist
Replies: 8
Views: 3397

Re: 2.4.3 specialist

For big cities, opening the Cities screen (F4 in the gtk client) is probably more sensible anyhow. Apart from that, I believe it's not that difficult to tell the different specialists apart: the scientists are wearing lab coats, the entertainers have one hand raised, and anyone who's neither of them...
by Caedo
Mon Aug 13, 2018 7:04 am
Forum: Rulesets and modpacks
Topic: Bribe/Incite cost multiplier based on gov?
Replies: 3
Views: 848

Re: Bribe/Incite cost multiplier based on gov?

Ah, well, I don't even have a 2.5 client installed anymore, so I didn't think to check. Still though, I believe LT will be switching over to 2.6 for their next experimental game (right?), and this sounds like more of an experimental change.