Search found 644 matches

by Ignatus
Sat Apr 25, 2020 10:30 pm
Forum: Rulesets and modpacks
Topic: Disasters and Events
Replies: 5
Views: 5005

Re: Disasters and Events

doc/README.actions (link to the development versions, but some things are available in 2.6, including ui name change).
by Ignatus
Sat Apr 25, 2020 2:31 pm
Forum: Contribution
Topic: Missing Icons
Replies: 12
Views: 17767

Re: Missing Icons

Long awaited thing but probably no yet. Do you know anybody who can make an icon of a futuristic bilding with a DNA on a signboard?
by Ignatus
Sat Apr 25, 2020 2:21 pm
Forum: Rulesets and modpacks
Topic: Disasters and Events
Replies: 5
Views: 5005

Re: Disasters and Events

The reference of what Lua API is currently available is here: Lua reference manual . It's very limited yet compared to CivIV, thus, disasters are hardly controllable, and you can't put buildings in cities. I have filed a topic on what API we need but currently active developers manage other problems...
by Ignatus
Thu Apr 23, 2020 11:27 pm
Forum: Wishlist
Topic: More things configurable within action enablers.
Replies: 1
Views: 2720

More things configurable within action enablers.

On the early stage of development, someone suggested that effects depending on one requirement vector and returning a value will be ever merged with action enablers that have two req vectors as something like "Action Possible" effect with an "Action" requirement and two req vecto...
by Ignatus
Thu Apr 23, 2020 10:04 pm
Forum: Rulesets and modpacks
Topic: Random Q&A
Replies: 2
Views: 3213

Re: Random Q&A

Likely yes.
by Ignatus
Tue Apr 21, 2020 10:26 pm
Forum: Wishlist
Topic: A way to make targeted Upgrade_Unit (Leonardo) effect
Replies: 3
Views: 4709

A way to make targeted Upgrade_Unit (Leonardo) effect

It's a long awaited feature: make Leonardo Workshop-type wonders specific for upgrading only certain types or kinds of units. There is the main obstacle: Upgrade_Unit effect is player-wide (number of upgraded units per turn is defined for a nation), and it's a holy cow (really, a much worthy convent...
by Ignatus
Tue Apr 21, 2020 1:23 pm
Forum: Rulesets and modpacks
Topic: Player lost.
Replies: 3
Views: 3657

Re: Player lost.

Would you reconsider the more general approach for counters that I mentioned in this post . You could add your CO2 proposal to the list of candidates. Actually, Lachu has mostly written another mechanism here . As I have responded on the mentioned topic, unhardcoding output types is not so easy. An...
by Ignatus
Sun Apr 19, 2020 10:38 pm
Forum: Rulesets and modpacks
Topic: Unit support by City Size Factor - Missing Effect for civ1/civ2 despotism compablitablity
Replies: 2
Views: 3140

Re: Unit support by City Size Factor - Missing Effect for civ1/civ2 despotism compablitablity

Yes, just we define like 24 effects to +1 Unit_Upkeep_Free_Per_City. In some rulesets, food upkeep is defined like this.
by Ignatus
Sun Apr 19, 2020 10:35 am
Forum: Wishlist
Topic: Effects for 7x7 squares
Replies: 3
Views: 5493

Effects for 7x7 squares

7x7 squares centered at a unit are magical for Civilization games. In Civ2, units are healed 10% faster if a home (allied?) city is within this range, and another 10% if the city has Barracks. In Civ3, foreign unit positioned within a nation's borders in this range from some of the nation's cities i...
by Ignatus
Sun Apr 19, 2020 10:12 am
Forum: Rulesets and modpacks
Topic: Player lost.
Replies: 3
Views: 3657

Re: Player lost.

How do player lost effect (in effects.ruleset file)? I need this, because I will demonstrate how counters will work (not yet introduced mechanism) in modified ruleset. Ruleset will be called environmentalism and have player lost effect. Player win in they emit smallest amount of CO2 to atmosphere a...