Search found 1289 matches
- Sat Dec 17, 2022 11:24 pm
- Forum: Rulesets and modpacks
- Topic: "Simulation" ruleset - WORK IN PROGRESS
- Replies: 50
- Views: 321712
Re: "Simulation" ruleset - WORK IN PROGRESS
After a looong intense period in work-related things, I have finally returned to this. I have more or less finished fixing some bugs and implemented some organic updates, will now work on new features and ideas and suggestions. The ruleset on the GitHub isn't updated yet, but I expect to do it in a ...
- Wed Dec 14, 2022 2:10 pm
- Forum: Polls
- Topic: Graphics Development
- Replies: 17
- Views: 10604
Re: Graphics Development
Neither. It should go toward making the map as readable as possible, to get the most information with the least time looking at it. Both 3D and animations most of the time work against this. I want this game to be a complex strategy, not a Disney cartoon.
- Wed Dec 07, 2022 12:17 am
- Forum: Longturn
- Topic: LTeX26TrueTurn - Longturn HIGHLY experimental game starting in 10-ish days
- Replies: 0
- Views: 5525
LTeX26TrueTurn - Longturn HIGHLY experimental game starting in 10-ish days
And now something that you haven't seen in this community, and I'm not sure if it's even possible in commercial Civ games! (Do correct me if I'm wrong.) A special kind of experimental game! With a slightly modified client, we want to check out what happens when you set up the game where you only set...
- Sat Dec 03, 2022 11:17 pm
- Forum: Freeciv-web
- Topic: FREECIV LONGTURN / WEB COMMUNITY ADDRESSBOOK
- Replies: 11
- Views: 17494
- Sat Dec 03, 2022 10:41 am
- Forum: Wishlist
- Topic: Mutually Assured Destruction
- Replies: 13
- Views: 6901
Re: Mutually Assured Destruction
Right. Somehow I missed this. Make nuclear submarines and nuclear missiles unhomed. Wouldn't that make submarines and nuclear units free of maintenance costs? That would encourage excessive building of submarines and nuclear units since they won't use up any city production points and/or gold. Two p...
- Fri Dec 02, 2022 8:40 am
- Forum: Freeciv-web
- Topic: Freeciv Web Discord censorship log
- Replies: 19
- Views: 16105
Re: Freeciv Web Discord censorship log
Another one I just remembered. As a reply in a discussion about rulesets available for the native client, I added something like: "With native client you can also make your own adjustments to rulesets. Also, you can load and use any ruleset anyone has ever created." This reply was deleted ...
- Thu Dec 01, 2022 10:26 pm
- Forum: Freeciv-web
- Topic: Freeciv Web Discord censorship log
- Replies: 19
- Views: 16105
Freeciv Web Discord censorship log
I don't think this will interest many people, but I firmly believe that any kind of information should be out in the open and available for whoever may want to check things out, purely for filing purposes. This is why I am writing this. Not to complain, whine or incite any kind of action, but to doc...
- Mon Nov 28, 2022 11:09 pm
- Forum: Freeciv-web
- Topic: How do the paths to victory work on MP2 variants?
- Replies: 12
- Views: 8790
Re: How do the paths to victory work on MP2 variants?
Why not go with MP2-C, then? Should be fun enough
- Fri Nov 25, 2022 11:39 pm
- Forum: Freeciv-web
- Topic: How do the paths to victory work on MP2 variants?
- Replies: 12
- Views: 8790
Re: How do the paths to victory work on MP2 variants?
So many experts trying to lead me to the light, I am melting from dearness
- Fri Nov 25, 2022 5:45 am
- Forum: Freeciv-web
- Topic: How do the paths to victory work on MP2 variants?
- Replies: 12
- Views: 8790
Re: How do the paths to victory work on MP2 variants?
What I find interesting here is that I start my post with "I'm not an expert player", and then the bozo and the alt-bozo spend the next five screens proving to the general audience that I'm not an expert player. (And when I start replying, they delete posts.) I wouldn't take anything it sa...