Search found 489 matches

by Ignatus
Tue Feb 16, 2021 9:00 pm
Forum: Wishlist
Topic: Generalized auxiliary parameters in is_req_active()
Replies: 3
Views: 1405

Re: Generalized auxiliary parameters in is_req_active()

Well, yes, I'm a mostly amateur programmer and can't yet get rid of "it can be encoded in 3 bytes, why do we use 4" logic :roll: Surely struct can reduce the amount of recoding, though each one exotic requirement factor will intristically still have global impact (but I hope the struct doe...
by Ignatus
Tue Feb 16, 2021 8:49 am
Forum: Wishlist
Topic: Some air units related oddities
Replies: 8
Views: 4667

Re: Some air units related oddities

2. Any units can attack from carriers if they are over native terrain, even if they can't disembark the carrier. (For that reason, in LT54 cargo planes are limited to non-military classes). Bombardment and diplo actions can be restricted for a transported unit but not attack. I don't understand. Di...
by Ignatus
Mon Feb 15, 2021 7:05 pm
Forum: Wishlist
Topic: Generalized auxiliary parameters in is_req_active()
Replies: 3
Views: 1405

Generalized auxiliary parameters in is_req_active()

A post mostly about the developer's side. The function is_req_active(), that stays behind all the requirements system, has now uncomfortably many parameters. Additionally to target player, city, unit and tile, there are other local parameters that specify objects in relation to which the requirement...
by Ignatus
Fri Feb 12, 2021 12:32 pm
Forum: Single player
Topic: Why won't the game let me steal technology?
Replies: 5
Views: 3639

Re: Why won't the game let me steal technology?

In multiplayer, stealing should be possible if:
* diplomat or spy has moves left and is on livable tile (not in a ship on the sea);
* target player is not barbarian and has what to steal.

To meet a player, you must have an embassy there (contactturns=0).
by Ignatus
Fri Feb 12, 2021 11:38 am
Forum: Rulesets and modpacks
Topic: new rulesets offerred
Replies: 20
Views: 8609

Re: new rulesets offerred

Ow, they explained me how it should be done: you put * into extra_canal.reqs: "TerrainClass", "Land", "Local", * into road_canal.first_reqs: "TerrainClass", "Oceanic", "Adjacent" * into road_canal.integrates: "River" If you have s...
by Ignatus
Tue Feb 09, 2021 7:59 pm
Forum: Rulesets and modpacks
Topic: new rulesets offerred
Replies: 20
Views: 8609

Re: new rulesets offerred

Gave it another try and failed again. Problem is that custom flags defined for terrain can't be used by extras. Extras can only have flags from the list of pre-defined extra flags. Well, yes... but, as a kludge, some of the flags will not do much harm (e.g. "ConnectLand" or, if no defense...
by Ignatus
Sun Feb 07, 2021 5:22 pm
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset - WORK IN PROGRESS
Replies: 24
Views: 18829

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

Dino the Dinosore wrote:Also noticed that the files say

Code: Select all

options="+Freeciv-2.5-ruleset"
Is there a problem running them with 2.6.3?

2.5 and 2.6 rulesets are different, won't run without a reworking, I wonder how the server didn't kick it away before.
by Ignatus
Sun Feb 07, 2021 4:11 pm
Forum: Contribution
Topic: Year fragments and the Space Race
Replies: 3
Views: 1882

Re: Year fragments and the Space Race

I think assuming that year fragments are even would improve the thing to an appropriate level. We can't currently change the fragments' pace during the game and probably don't want it in any observable time. In fact, we could do more in the game based on years (e.g. make planted forest grow in speci...
by Ignatus
Sat Feb 06, 2021 3:37 pm
Forum: Single player
Topic: Why won't the game let me steal technology?
Replies: 5
Views: 3639

Re: Why won't the game let me steal technology?

It's probable you are just technologically ahead and they don't have what to steal from them. Also, you usually can't steal from barbarians, AFAIK there are no other limitation on stealing in the standard rulesets.
by Ignatus
Fri Feb 05, 2021 9:55 pm
Forum: Wishlist
Topic: Limit on specialist number
Replies: 0
Views: 2377

Limit on specialist number

An element of gameplay peeked in "Ways of History": let some specialists (except the default one a.k.a. elvis, to resolve corner cases) be limitted in number in a city depending on an effect that could be improved by buildings, terrain etc. That won't change the CMA algorithms much but wil...