Search found 512 matches
- Thu Jan 16, 2020 7:40 am
- Forum: Rulesets and modpacks
- Topic: Weird bombardment behaviour
- Replies: 9
- Views: 6237
Re: Weird bombardment behaviour
Depending on your game version, this might still be hardcoded behavior (bombardment only against land), or it might be part of the respective action enabler (or both).
- Wed Jan 08, 2020 7:26 pm
- Forum: Freeciv-web
- Topic: How to prevent players from using /take command ?
- Replies: 2
- Views: 5052
Re: How to prevent players from using /take command ?
What nations players are allowed to /take is managed by the 'allowtake' server option. Setting it to the empty string "" means players aren't allowed to take other players (human, AI or barbarian; alive or dead), and can't observe (globally or other players). As far as I know, it is not po...
- Mon Dec 16, 2019 6:51 pm
- Forum: General discussion
- Topic: Page broken
- Replies: 2
- Views: 4510
Re: Page broken
That page has always looked like that (and by "always", I mean it was only created a month and a half ago). The official downloads page is not on the wiki anymore. I think the actual problem is incorrect links since the wiki's domain name is no longer freeciv.org.
- Mon Nov 25, 2019 8:56 am
- Forum: Rulesets and modpacks
- Topic: Macrociv ruleset for Freeciv
- Replies: 15
- Views: 10358
Re: Macrociv ruleset for Freeciv
Yeah, AI (and thus goto) does funky things with fuel. I assume the reason AI doesn't send out those units at all is because it doesn't use fueled units for exploration – in most supplied rulesets, planes only have fuel for a turn or two, so that makes sense. The more general thing with goto is that ...
- Sun Nov 24, 2019 8:47 pm
- Forum: Rulesets and modpacks
- Topic: Macrociv ruleset for Freeciv
- Replies: 15
- Views: 10358
Re: Macrociv ruleset for Freeciv
I was thinking more a case of "you probably don't want to hang out in the sea for long" so I wouldn't want that to be there until a boat has been in the deep ocean for a while, which is also not currently possible. Eh, a fuel like system would probably be better. In 3.0, there's the "...
- Sun Nov 24, 2019 6:17 pm
- Forum: Rulesets and modpacks
- Topic: Macrociv ruleset for Freeciv
- Replies: 15
- Views: 10358
Re: Macrociv ruleset for Freeciv
I did notice frag adjustment, but of course I'm using v2.6 so I can't use v3.0 stuff yet. I actually considered splitting the years into months, but decided it wouldn't really give any benefits to Macrociv. That's cool that you can define seasonal effects that way, though it would make it take unre...
- Sun Nov 24, 2019 8:55 am
- Forum: Rulesets and modpacks
- Topic: Macrociv ruleset for Freeciv
- Replies: 15
- Views: 10358
Re: Macrociv ruleset for Freeciv
The turns~years problem can actually be fixed – take a loot at the calendar.fragments option in game.ruleset, and the Turn_Fragments effect type. This allows a single turn to be less than a year (e.g. a quarter, a month, or whatever you fancy). Another bonus (other than making the year scale fit you...
- Fri Oct 11, 2019 7:15 pm
- Forum: Tech support
- Topic: modpack installer
- Replies: 1
- Views: 2871
Re: modpack installer
When comiling from source, fcmp needs to be explicitly enabled by running configure with the `--enable-fcmp=yes` option. There are some more detailed options listed in `configure --help`.
- Fri Sep 27, 2019 8:14 am
- Forum: Tech support
- Topic: weird bug with trireme class
- Replies: 3
- Views: 3828
Re: weird bug with trireme class
EDIT: Misunderstood the question; see Ignatus' answer below.
- Mon Sep 09, 2019 9:03 am
- Forum: General discussion
- Topic: Discuss, please: Delayed GoTo and Real Turn-Based Game
- Replies: 23
- Views: 16903
Re: Discuss, please: Delayed GoTo and Real Turn-Based Game
Alternative approach – and I'm just spitballing here: a phasemode where different players have their TC at different times. Sorry, don't get the idea. How do I explain this... time zones. Imagine different players are in different time zones, and turn change always happens at midnight. There would ...