Search found 155 matches

by meynaf
Wed Jan 31, 2018 9:18 pm
Forum: Rulesets and modpacks
Topic: friendly mercenary tribes
Replies: 10
Views: 8071

Re: friendly mercenary tribes

Ok, I will try. Thanks for your help :)

Btw. Are there other files that can be overridden this way ?
by meynaf
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...
by meynaf
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 ...
by meynaf
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 ...
by meynaf
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...
by meynaf
Sun Jan 28, 2018 4:48 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 16929

Re: civ1 behavior

cazfi wrote: That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.
Yep.
In doubt, feel free to ask me. I know the game quite well and can perform tests nearly anytime.
by meynaf
Sun Jan 28, 2018 3:21 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 16929

Re: civ1 behavior

cazfi wrote:For ticket #704309 some research on civ1 & civ2 (for respective rulesets) would be needed. http://www.hostedredmine.com/issues/704309
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).
by meynaf
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 ...
by meynaf
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...
by meynaf
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...