Search found 489 matches

by Caedo
Fri Sep 14, 2018 12:19 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 2918

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: 2918

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: 937

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: 864

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 To be honest, I wouldn't look at the wiki for things like that (that page is outdated anyways), but instead look at README.effects, and ...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: 629

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: 2555

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: 2555

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: 785

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: 785

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: 4397

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...