Search found 644 matches
- 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).
- 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?
- 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...
- 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...
- 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.
- 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...
- 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...
- 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.
- 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...
- 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...