Search found 489 matches

by Caedo
Sun Feb 24, 2013 6:10 pm
Forum: General discussion
Topic: Need help with ruleset
Replies: 5
Views: 4927

Re: Need help with ruleset

I'm sorry for double posting, but otherwise, this would probably be overseen. Completely different topic: It seems there's no way to have different GameLoss units. As mentioned above, I am working with root_req, and in the ruleset I'm creating, there are three different tribes. Since they look very...
by Caedo
Fri Feb 22, 2013 5:12 pm
Forum: Rulesets and modpacks
Topic: Problem with civ2-3 modpack
Replies: 4
Views: 5281

Re: Problem with civ2-3 modpack

With Freeciv 2.3.3 I've always noticed that switching to other rulesets in the client can cause it to return to the main menu, but by launching a server with -r data/<ruleset> , it always worked. Haven't tried switching rulesets in the client in 2.3.4 though. EDIT: Still doesn't work in Freeciv 2.3....
by Caedo
Thu Feb 21, 2013 4:59 pm
Forum: General discussion
Topic: Need help with ruleset
Replies: 5
Views: 4927

Re: Need help with ruleset

I have already worked with root_req(in Freeciv 2.3.3, haven't testet 2.3.4 yet) and it's working great for different tech trees.
The idea with the Lua scripting seems great for other stuff, I'll just have to get into Lua again, and Freeciv scripting in general. Thanks for the ideas! :D
by Caedo
Thu Feb 21, 2013 4:51 pm
Forum: Contribution
Topic: Can you help improve your favourite game? // GameLoss
Replies: 25
Views: 17024

Re: Can you help improve your favourite game? // GameLoss

I was just thinking about GameLoss-Civilwar-thing and came up with this: Maybe about half of the cities could join the player who killed the GameLoss unit, the other cities get to be controlled by allies of the dead player(if he has any), or become barbarian/pirate cities. This is just my idea though.
by Caedo
Wed Feb 13, 2013 5:59 pm
Forum: Community
Topic: Sarilho1
Replies: 3
Views: 4682

Re: Sarilho1

Well then, welcome to this forum!
by Caedo
Tue Feb 12, 2013 9:21 am
Forum: General discussion
Topic: Need help with ruleset
Replies: 5
Views: 4927

Re: Need help with ruleset

It's just so that the different nations should start with completely different technologies, so global_init_techs won't help. Well, maybe I'll find some way to do it. Where there's a will, there's a way.
by Caedo
Mon Feb 11, 2013 9:20 am
Forum: General discussion
Topic: Need help with ruleset
Replies: 5
Views: 4927

Need help with ruleset

I didn't know where to put this, so I'm just posting it here: I'm creating a mod-like ruleset. However, I encountered a problem: I wanted to create different nations with different starting technologies, but it seems there's a maximum of 10 for the nation_*.init_techs option. Is it possible to incre...
by Caedo
Mon Feb 11, 2013 9:03 am
Forum: Single player
Topic: Yep--too hard to beat!
Replies: 19
Views: 15913

Re: Yep--too hard to beat!

Yeah, I usually play on Island-based maps(1 Player per Continent), so I don't even get in contact with the AI in the beginning. And as soon as they meet me, they offer a cease-fire, and when that's almost over, most of them accept peace, so I can buid up my empire without them doing anything. And th...
by Caedo
Sun Feb 10, 2013 10:26 pm
Forum: Single player
Topic: Yep--too hard to beat!
Replies: 19
Views: 15913

Re: Yep--too hard to beat!

Maybe you should describe how you play so others can tell you what to improve. All I can say is that I try to research Masonry first so I can build the Great Wall, then I research Map Making to get ships, and then Construction for the Aqueduct and try to get more Great Wonders fast. And I mostly win...