Search found 517 matches

by Alien Valkyrie
Fri Oct 18, 2013 6:09 pm
Forum: Wishlist
Topic: Water!
Replies: 13
Views: 22123

Re: Water!

I support the idea that one should be able to irrigate the land if there's an Oasis.
However, you could also - no offense - build your cities somewhere where there's rivers or oceans, or at least somewhere where there's some plains and grass around. It really helps, believe me :)
by Alien Valkyrie
Mon Oct 14, 2013 4:32 pm
Forum: Art and tilesets
Topic: Making a new scenario
Replies: 7
Views: 21332

Re: Making a new scenario

And now it works?
by Alien Valkyrie
Sun Oct 13, 2013 1:59 pm
Forum: Wishlist
Topic: Multiple tech tree with different coins
Replies: 3
Views: 6776

Re: Multiple tech tree with different coins

Would be a nice idea, but it would probably take some time to implement...
by Alien Valkyrie
Sun Oct 13, 2013 8:21 am
Forum: Single player
Topic: Open up City automatically after finished build?
Replies: 4
Views: 10164

Re: Open up City automatically after finished build?

Also, what really helps is putting a capitalization order at the end of the production list, or, if the city is under attack or in a dangerous area, a good defender unit, so they don't build something unwanted.
by Alien Valkyrie
Tue Oct 08, 2013 1:49 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 142
Views: 259463

Re: Changes in what a rule set can do

cazfi wrote:There's new requirement range Alliance. It works for all the requirement types that Player range does. This allows for example wonders of which all the allies of the owner benefit.
Finally! Does the AI already take it into consideration?
by Alien Valkyrie
Sun Oct 06, 2013 8:45 am
Forum: Wishlist
Topic: Religions!
Replies: 17
Views: 26064

Re: Religions!

Sereniama wrote:so you can have Cthulhuist Americans
Yes. You convinced me. I am for religions now.
Also, since they will probably go to the experimental ruleset first(like most new features), there will be enough time to test and balance them.
by Alien Valkyrie
Wed Oct 02, 2013 3:04 pm
Forum: Wishlist
Topic: ipilowe's wishes
Replies: 5
Views: 12346

Re: ipilowe's wishes

I don't think that would be too hard. The code for the nuke explosion is probably one method, so when reducing city size it can just be changed there to use a number read from the ruleset. Bigger things may be spread over the whole code and thus difficult to change, but this is probably not.
by Alien Valkyrie
Tue Oct 01, 2013 5:55 pm
Forum: Wishlist
Topic: Can I get a mousetrap?
Replies: 8
Views: 15823

Re: Can I get a mousetrap?

HanduMan may be the mythical genie that grants several wishes. If so, then I have a few more involving power, money, beautiful women, and world peace. Tell me which you want to work on first. :lol: I'll be happy to curse your next freeciv game with unbreakable world peace. :twisted: You want patch ...
by Alien Valkyrie
Fri Sep 27, 2013 5:57 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 142
Views: 259463

Re: Changes in what a rule set can do

I think there should be action enablers for move and attack, so that we can make turrets: A normal unit that can't fight, but can be transformed into a turret at the target location. The turrent can attack, but not move. Would be nice if something like that would be possible. This is possible with ...
by Alien Valkyrie
Thu Sep 26, 2013 4:43 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 142
Views: 259463

Re: Changes in what a rule set can do

I think there should be action enablers for move and attack, so that we can make turrets: A normal unit that can't fight, but can be transformed into a turret at the target location. The turrent can attack, but not move. Would be nice if something like that would be possible.