Search found 517 matches

by Alien Valkyrie
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...
by Alien Valkyrie
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.
by Alien Valkyrie
Mon Sep 16, 2013 3:42 pm
Forum: Wishlist
Topic: Glaciers and Frozen Water
Replies: 12
Views: 23917

Re: Glaciers and Frozen Water

Image
Yeah, I think this is a pretty nice idea. Would need some new code though (probably. I've never looked at the freeciv code).
by Alien Valkyrie
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).
by Alien Valkyrie
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...
by Alien Valkyrie
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.
by Alien Valkyrie
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

cazfi wrote:
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 now I want to share at least this one screenshot of what alien ruleset is like.
Whoa. That's nice.
But the boiling ocean looks... not as I imagined boiling ocean.
by Alien Valkyrie
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?
by Alien Valkyrie
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...
by Alien Valkyrie
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?