Ok, I will try. Thanks for your help
Btw. Are there other files that can be overridden this way ?
Search found 155 matches
- Wed Jan 31, 2018 9:18 pm
- Forum: Rulesets and modpacks
- Topic: friendly mercenary tribes
- Replies: 10
- Views: 8071
- Wed Jan 31, 2018 3:03 pm
- Forum: Rulesets and modpacks
- Topic: friendly mercenary tribes
- Replies: 10
- Views: 8071
Re: friendly mercenary tribes
If simple lua script can fix this i'll gladly apply !
However you say default.lua and in the ruleset there is only script.lua.
Did the name simply change since 2.5 ? Or is this another file ? I don't want to touch any global file...
However you say default.lua and in the ruleset there is only script.lua.
Did the name simply change since 2.5 ? Or is this another file ? I don't want to touch any global file...
- Mon Jan 29, 2018 9:09 pm
- Forum: Rulesets and modpacks
- Topic: new researches ?
- Replies: 5
- Views: 5488
Re: new researches ?
I don't use spies so i'd rather add heavy tanks, sci-fi aircrafts, storm troopers, things like that ;) Note that Fusion Power is indeed not really useful in standard rulesets, however in mine it allows nuclear plants to work without risk of meltdown. Some researches are "dead branches" in ...
- Mon Jan 29, 2018 12:00 pm
- Forum: Rulesets and modpacks
- Topic: new researches ?
- Replies: 5
- Views: 5488
new researches ?
Hello, Still working on my ruleset. Maybe for a release one day, if there is demand - who knows. It is designed for very long playing (many turns) so that discoveries have the time to get used before being obsolete. Researching has been made very slow and start date changed accordingly (and for the ...
- Mon Jan 29, 2018 6:32 am
- Forum: Wishlist
- Topic: make roads, irrigation and mining researchable
- Replies: 10
- Views: 6117
make roads, irrigation and mining researchable
As title says. I like minimalistic starts and these aren't strictly necessary for a beginning :) Roads are perhaps already conditionable with "reqs" in terrain.ruleset/[road_road] block. Not tested. But others are not. In fact all abilities could be made configurable in the ruleset (and se...
- Sun Jan 28, 2018 4:48 pm
- Forum: Contribution
- Topic: civ1 behavior
- Replies: 19
- Views: 16929
Re: civ1 behavior
Yep.cazfi wrote: That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.
In doubt, feel free to ask me. I know the game quite well and can perform tests nearly anytime.
- Sun Jan 28, 2018 3:21 pm
- Forum: Contribution
- Topic: civ1 behavior
- Replies: 19
- Views: 16929
Re: civ1 behavior
In civ1 it is absolutely impossible to get RailRoad before Bridge Building, even if you steal technology (it will always give one you can search).cazfi wrote:For ticket #704309 some research on civ1 & civ2 (for respective rulesets) would be needed. http://www.hostedredmine.com/issues/704309
- Sun Jan 28, 2018 7:39 am
- Forum: Wishlist
- Topic: 1. Ruleset-flexible combat; 2. Bombarding duels
- Replies: 13
- Views: 7808
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
That's pretty much what a round of combat is. Every round, either the attacker or defender loses health. Though it can actually be more than 1 since it depends on the Firepower attribute. Yes ! So the idea is to have a fixed maximum number of combat rounds per turn so that the fight can be several ...
- Sat Jan 27, 2018 4:47 pm
- Forum: Tech support
- Topic: animation prb (gtk2)
- Replies: 7
- Views: 6420
Re: animation prb (gtk2)
Really? Maybe we're talking about different dialogs. I'm not talking about messages, but about Diplomat/Caravan "Choose your action" dialogs. Those only appear when the previous one is closed, since they appear as part of a move, but in synchronous phasemode, they can appear right after t...
- Sat Jan 27, 2018 4:17 pm
- Forum: Wishlist
- Topic: 1. Ruleset-flexible combat; 2. Bombarding duels
- Replies: 13
- Views: 7808
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
1. Right now combat happens in turns and ends "when one of the opponents is dead". Instead, make it possible to have N rounds of combat. "N" will be defined in the ruleset, either globally, for a unit class or for each individual unit. Maybe even depending on terrain (combat end...