Search found 517 matches
- Mon Sep 23, 2013 4:45 pm
- Forum: Single player
- Topic: Yep--too hard to beat!
- Replies: 19
- Views: 63138
Re: Yep--too hard to beat!
patch #4213 is about adding two diplomacy restriction values, one of which would disallow diplomacy only when both parties are AI players, humans can always do diplomacy. Do you think this would help at all? Yeah, that might be useful for new players. Meanwhile, here's the quick how-to guide on Pla...
- Mon Sep 16, 2013 6:37 pm
- Forum: Wishlist
- Topic: Glaciers and Frozen Water
- Replies: 12
- Views: 23917
Re: Glaciers and Frozen Water
Oh? Well, then I must have overlooked something. I haven't been doing freeciv stuff for a while. But I think I'll do some stuff again now that 2.4 is out.
- Mon Sep 16, 2013 3:42 pm
- Forum: Wishlist
- Topic: Glaciers and Frozen Water
- Replies: 12
- Views: 23917
Re: Glaciers and Frozen Water

Yeah, I think this is a pretty nice idea. Would need some new code though (probably. I've never looked at the freeciv code).
- Thu Sep 12, 2013 5:49 pm
- Forum: Single player
- Topic: AI moves two times in one turn
- Replies: 3
- Views: 7652
Re: AI moves two times in one turn
I stumbled upon that setting when just looking through the list of settings, and then I finally knew why the AI's units could attack my attackers the instant I moved next to their city(with auto-attack disabled).
- Wed Sep 11, 2013 6:22 pm
- Forum: Single player
- Topic: AI moves two times in one turn
- Replies: 3
- Views: 7652
Re: AI moves two times in one turn
Was it happening the moment you pressed "End Turn"? If so, and you're on the "All players move simultaneously" setting(which is the default one), the AI probably made a move at the end of one turn and immediately the next one at the beginning of the next turn. Other than that, wh...
- Sun Sep 08, 2013 3:46 pm
- Forum: Rulesets and modpacks
- Topic: Grendel's Freeciv Goodies
- Replies: 10
- Views: 22263
Re: Grendel's Freeciv Goodies
The flags are declared in data/misc/flags.spec and data/misc/flags-large.spec, the shields are declared in data/misc/shields.spec and data/misc/shields-large.spec.
- Fri Sep 06, 2013 1:30 pm
- Forum: Art and tilesets
- Topic: Tileset for Alien World ruleset
- Replies: 20
- Views: 95635
Re: Tileset for Alien World ruleset
Whoa. That's nice.cazfi wrote:But now I want to share at least this one screenshot of what alien ruleset is like.cazfi wrote:For the record: I've been testing with one tileset myself, but I cannot distribute that due to license terms of the gfx used.
But the boiling ocean looks... not as I imagined boiling ocean.
- Tue Sep 03, 2013 1:50 pm
- Forum: General discussion
- Topic: Celts everywhere!
- Replies: 3
- Views: 7631
Re: Celts everywhere!
Why didn't you just post the whole thing in the post instead of a rich text file?
- Sat Aug 31, 2013 7:26 pm
- Forum: Tech support
- Topic: Star Fort in 2.4.0
- Replies: 3
- Views: 6643
Re: Star Fort in 2.4.0
The star fort was added by the Default3+ ruleset, and you could find the answer there. But I'll tell you anyways: In Default3+, the city walls don't protect your cities against post-gunpowder units that good, and don't protect them at all against modern units. The Star Fort is basically Level 2 city...
- Sat Aug 31, 2013 4:28 pm
- Forum: Tech support
- Topic: Star Fort in 2.4.0
- Replies: 3
- Views: 6643
Re: Star Fort in 2.4.0
You're using the Default3+ ruleset, right?