Search found 158 matches
- Fri Nov 03, 2023 3:51 am
- Forum: Contribution
- Topic: New features via Lua script
- Replies: 26
- Views: 52087
Re: New features via Lua script
SmallpoxSymptoms shows the devastating consequences of Smallpox strategy. Problems with area over-development, resource depletion, and the inevitable barbarians who prey on and in densely developed areas are all evident when using this script. Devastating to A.I. controlled tribes (not to mention t...
- Tue Oct 31, 2023 4:20 pm
- Forum: Contribution
- Topic: New features via Lua script
- Replies: 26
- Views: 52087
Re: New features via Lua script
OnTheBeatenPathToRoad is intended to benefit AI tribes who build road near their cities for tile trade value rather than as connection between cities. Usually they leave gaps in the road (between cities), which results in their city defender units not being able to quickly move from one city to ano...
- Mon Oct 30, 2023 6:44 pm
- Forum: Contribution
- Topic: New features via Lua script
- Replies: 26
- Views: 52087
Re: New features via Lua script
SearchForWaterCisterns is a modified version of the routine as used in the Hillzapoppin' scenario. Allows Workers (only -- Settlers and Engineers are too high-up in their wagons and bulldozers) to search for (and sometimes find) hidden underground water cisterns. They are only found on Grassland ti...
- Sun Oct 29, 2023 10:43 pm
- Forum: Contribution
- Topic: New features via Lua script
- Replies: 26
- Views: 52087
Re: New features via Lua script
LateArrivalStartunits makes it possible for a scenario to give only non-Settler start units at turn 0, and then have Settlers and/or other units appear later. For example, to give human players an edge, provide a couple of Workers as start units without any settlers (and without the "start wit...
- Sat Oct 28, 2023 8:45 pm
- Forum: Contribution
- Topic: New features via Lua script
- Replies: 26
- Views: 52087
Re: New features via Lua script
PersistentMapLabels Re-applies persistent map labels at start of each turn with some considerations. Incidentally, in the labels use \n for newline, \t for tab, max width per line appears to be about 25 characters, multiple lines work (example "\t1\n2\n\t3\n4\n\t\5" and so on.) --########...
- Sat Oct 28, 2023 3:57 am
- Forum: Gameplay
- Topic: Favorite nation to play as?
- Replies: 5
- Views: 10144
Re: Favorite nation to play as?
Most of the time, I have no idea what nation I am while playing. Some dialogs/messages seem confusing because it takes me awhile to figure out that the party identified in the message is my tribe, or my tribe's leader.
- Fri Oct 27, 2023 10:41 pm
- Forum: Contribution
- Topic: New features via Lua script
- Replies: 26
- Views: 52087
Re: New features via Lua script
The multiple unhomed units on a tile issue is an easy fix... function Lua_LabelUnhomedUnits(unit, src_tile, dst_tile) -- If this routine is disabled, just return without doing anything else if not ( LabelUnhomedUnits ) then return end -- Note: this will remove existing tile labels because Lua can't ...
- Fri Oct 27, 2023 9:48 pm
- Forum: Contribution
- Topic: New features via Lua script
- Replies: 26
- Views: 52087
Re: New features via Lua script
LabelUnhomedUnits --############################################################################## function Lua_LabelUnhomedUnits(unit, src_tile, dst_tile) if ( LabelUnhomedUnits == nil ) then LabelUnhomedUnits=true end -- If this routine is disabled, just return without doing anything else if not ...
- Thu Oct 26, 2023 8:33 pm
- Forum: Contribution
- Topic: New features via Lua script
- Replies: 26
- Views: 52087
Re: New features via Lua script
For anyone who would like to try a scenario with these Lua additions, attached to this post is a scenario file, "FairTEST" for Freeciv 2.6 or later (using the map from a previously posted scenario, "Fairspun" but with XY wrap disabled.) All five of the scripts posted in this topi...
- Mon Oct 23, 2023 9:50 pm
- Forum: Contribution
- Topic: New features via Lua script
- Replies: 26
- Views: 52087
Re: New features via Lua script
EscortWorkers: A Phalanx on the same tile with a worker will move with the worker from tile-to-tile. If the Phalanx is in Sentry mode, it will stay in Sentry mode after each move. --############################################################################## function Lua_EscortWorkers(unit, src_t...