Search found 53 matches
- Fri Dec 12, 2014 3:02 am
- Forum: Rulesets and modpacks
- Topic: Ruleset and unit graphics manipulation
- Replies: 3
- Views: 4925
Re: Ruleset and unit graphics manipulation
They would have an easier time if they did. Otherwise, assuming that you listed normal unit tags for the alt tags, different units will look the same. (The other people could still tell the difference by middle clicking on the unit and looking at its name). If you are adding just a few units then if...
- Thu Dec 11, 2014 8:45 pm
- Forum: Rulesets and modpacks
- Topic: Ruleset and unit graphics manipulation
- Replies: 3
- Views: 4925
Re: Ruleset and unit graphics manipulation
The normal solution is to make a custom tileset just for your mod. Then you tell the client that it should use your custom tileset for that mod. Like this: [tileset] prefered="<name of your tileset>" Then you can define what ever unit tags you need in the tileset and use them in the rulese...
- Thu Dec 11, 2014 8:33 pm
- Forum: Single player
- Topic: 2.4.4 Republic
- Replies: 1
- Views: 4074
Re: 2.4.4 Republic
In the default ruleset, unit upkeep is in shields (production). Under governments that are not Republic or Democracy you get a few free units with no upkeep. That city wasn't producing anything because it was spending all of its shields on unit upkeep, but it still didn't have enough so it had to di...
- Sun Dec 07, 2014 2:36 am
- Forum: Single player
- Topic: Best settings for limiting AI aggressiveness
- Replies: 20
- Views: 36760
Re: Best settings for limiting AI aggressiveness
If you make a new rule set, and then add a rule like this: ; Make the AI more peacefull [effect_ai_love] name = "Gain_AI_Love" value = 50 reqs = { "type", "name", "range" } To the effects file, then the AI will tend towards peace and alliance more. You likely ...
- Sat Dec 06, 2014 5:10 am
- Forum: Single player
- Topic: Best settings for limiting AI aggressiveness
- Replies: 20
- Views: 36760
Re: Best settings for limiting AI aggressiveness
The Freeciv AI seems to have done this for as long as I can remember, which is before version 2.0. However, the AI does seem to be less aggressive with less players total -- like about five players. I tend to play with many AI players so my memory may be biased towards that situation.
- Sat Dec 06, 2014 5:01 am
- Forum: Art and tilesets
- Topic: Refugee for Trident
- Replies: 4
- Views: 9019
Re: Refugee for Trident
Looks good to me.
- Thu Dec 04, 2014 1:17 am
- Forum: Art and tilesets
- Topic: Refugee for Trident
- Replies: 4
- Views: 9019
Refugee for Trident
I saw that Apollo2 had graphics for refugee, but Trident didn't have one. Thus, I built one to increase the compatibility for mod creators.
It is built from scratch, but in the style of Trident.
Cite me as The Square Cow if you decide to use it.
It is built from scratch, but in the style of Trident.
Cite me as The Square Cow if you decide to use it.
- Thu Dec 04, 2014 12:53 am
- Forum: Wishlist
- Topic: Air missions, air/naval bombardment
- Replies: 3
- Views: 4770
Re: Air missions, air/naval bombardment
I, for one, enjoy the concreteness of the Civ2 air combat model. If we wanted to enable more complex air engagements, then we could give bombers a fuel of 4 (So they can end 3 turns outside of a city) and fighters a fuel of 2 (ending one turn outside of a city). We would also halve the movement of b...
- Sun Nov 30, 2014 3:54 am
- Forum: Single player
- Topic: Freights?
- Replies: 4
- Views: 6676
Re: Freights?
If you want to beat the AI to that wonder, then you may need to build caravans to get your entire nation's productive ability involved. (Buying the wonder also works and I think it would be cheaper than buying the caravans to build it from looking at the Math of Freeciv ) The other use for Freights ...
- Sun Nov 30, 2014 3:28 am
- Forum: Single player
- Topic: How many cities are reasonable?
- Replies: 16
- Views: 24688
Re: How many cities are reasonable?
The number of cities depends on the size of the map. However, the AI does tend to put its cities as close as possible to each other. (If you don't like this, set minimum distance between cities to higher in the game options). I prefer to place my cites so their harvest areas don't over lap, but if t...