Search found 121 matches
- Sun Feb 23, 2014 11:01 am
- Forum: Contribution
- Topic: how to see debug messages?
- Replies: 3
- Views: 6546
Re: how to see debug messages?
I still don't know the answer to the previous question, I change the debug level in the file.c as a workaround... Another related question. I use ./fcser to launch the game from the source folder (after make, without make install). But savegames are created in the main freeciv folder (where fcser sc...
- Wed Feb 12, 2014 12:14 am
- Forum: Contribution
- Topic: how to see debug messages?
- Replies: 3
- Views: 6546
how to see debug messages?
I have compiled the code from svn repository with debug enabled: ./autogen.sh --enable-debug make Now I can see the level 4 debug messages by launching the server this way: ./fcser --debug 4 How can I see only the specific log messages related to the file aihand.c, for example? I tryed this, but I s...
- Sat Feb 08, 2014 9:36 pm
- Forum: Wishlist
- Topic: Techs lost due to tech upkeep
- Replies: 4
- Views: 6228
Re: Techs lost due to tech upkeep
I'm not sure about the best solution. It sounds good to get the lost tech's worth, but only until the balance is 0 again, as you said. EDITED: Thinking about it, it could lead to micromanagement: if a balance of -1 bulb at end of turn makes you lose one tech that cost 100 bulbs, and the balance is r...
- Sat Feb 08, 2014 8:02 pm
- Forum: Wishlist
- Topic: Techs lost due to tech upkeep
- Replies: 4
- Views: 6228
Re: Techs lost due to tech upkeep
Would simply setting allowed shortage of bulbs to be 0% from the cost of currently researched tech suffice in the ruleset?, and isn't one tech / turn loss speed bad enough? I think it is not bad enough in most cases, and it would lead to counter intuitive strategies. Let's say we are playing with t...
- Sat Feb 08, 2014 4:20 am
- Forum: Rulesets and modpacks
- Topic: Changes in what a 2.6 rule set can do
- Replies: 142
- Views: 143238
Re: Changes in what a rule set can do
Is there any ruleset option to avoid losing techs that create a hole in the tech tree?, in the same way than those options for free techs due to trading or parasite effects. Is it possible in trunk to define a unit that can not enter in a river unless it is roaded? I know the road system has been re...
- Sat Feb 08, 2014 4:03 am
- Forum: Wishlist
- Topic: Techs lost due to tech upkeep
- Replies: 4
- Views: 6228
Techs lost due to tech upkeep
In v2.5, when tech upkeep and tech loss are enabled, it is possible to lose a random tech when the reserve of science bulbs are negative. However, the number of negative bulbs needed to cause the loss of a tech depends on the cost of the tech being researched, instead of the tech being lost. I see t...
- Mon Dec 02, 2013 7:11 am
- Forum: Rulesets and modpacks
- Topic: Earth scenario and civ2civ3 ruleset
- Replies: 22
- Views: 39295
Re: Earth scenario and civ2civ3 ruleset
Updated first post with new version of the ruleset for freeciv 2.3 and 2.4
- Sat Nov 16, 2013 10:56 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 2.6 rule set can do
- Replies: 142
- Views: 143238
Re: Changes in what a rule set can do
Thank you for the info in this topic. One question about the new requirement MaxUnitsOnTile. Does it takes into account enemy units? I can't compile v2.6 right now, and I'm curious to know if it will be possible to create a rule that gives a bonus to defense to a unit if there are friendly units adj...
- Sun Sep 08, 2013 9:33 am
- Forum: Rulesets and modpacks
- Topic: Variant2
- Replies: 2
- Views: 6108
Re: Variant2
I can't find it. Not in your webpage nor in the gna repository.
I'd like to download it if already available, please tell me where.
I'd like to download it if already available, please tell me where.
- Mon Jun 24, 2013 4:29 pm
- Forum: Rulesets and modpacks
- Topic: Earth scenario and civ2civ3 ruleset
- Replies: 22
- Views: 39295
Re: Earth scenario and civ2civ3 ruleset
This version is already available with modpack-tool (included in freeciv). Thanks to cazfi. In my latest game I used the Military server setting named "Chance of moving into tile after attack" = 100%, so the attacking unit always move to the attacked tile. This way the battle is more simil...