Search found 512 matches

by Alien Valkyrie
Sun Oct 06, 2013 8:45 am
Forum: Wishlist
Topic: Religions!
Replies: 17
Views: 16723

Re: Religions!

Sereniama wrote:so you can have Cthulhuist Americans
Yes. You convinced me. I am for religions now.
Also, since they will probably go to the experimental ruleset first(like most new features), there will be enough time to test and balance them.
by Alien Valkyrie
Wed Oct 02, 2013 3:04 pm
Forum: Wishlist
Topic: ipilowe's wishes
Replies: 5
Views: 6474

Re: ipilowe's wishes

I don't think that would be too hard. The code for the nuke explosion is probably one method, so when reducing city size it can just be changed there to use a number read from the ruleset. Bigger things may be spread over the whole code and thus difficult to change, but this is probably not.
by Alien Valkyrie
Tue Oct 01, 2013 5:55 pm
Forum: Wishlist
Topic: Can I get a mousetrap?
Replies: 8
Views: 8012

Re: Can I get a mousetrap?

HanduMan may be the mythical genie that grants several wishes. If so, then I have a few more involving power, money, beautiful women, and world peace. Tell me which you want to work on first. :lol: I'll be happy to curse your next freeciv game with unbreakable world peace. :twisted: You want patch ...
by Alien Valkyrie
Fri Sep 27, 2013 5:57 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 142
Views: 142814

Re: Changes in what a rule set can do

I think there should be action enablers for move and attack, so that we can make turrets: A normal unit that can't fight, but can be transformed into a turret at the target location. The turrent can attack, but not move. Would be nice if something like that would be possible. This is possible with ...
by Alien Valkyrie
Thu Sep 26, 2013 4:43 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 142
Views: 142814

Re: Changes in what a rule set can do

I think there should be action enablers for move and attack, so that we can make turrets: A normal unit that can't fight, but can be transformed into a turret at the target location. The turrent can attack, but not move. Would be nice if something like that would be possible.
by Alien Valkyrie
Mon Sep 23, 2013 4:45 pm
Forum: Single player
Topic: Yep--too hard to beat!
Replies: 19
Views: 27598

Re: Yep--too hard to beat!

patch #4213 is about adding two diplomacy restriction values, one of which would disallow diplomacy only when both parties are AI players, humans can always do diplomacy. Do you think this would help at all? Yeah, that might be useful for new players. Meanwhile, here's the quick how-to guide on Pla...
by Alien Valkyrie
Mon Sep 16, 2013 6:37 pm
Forum: Wishlist
Topic: Glaciers and Frozen Water
Replies: 12
Views: 16519

Re: Glaciers and Frozen Water

Oh? Well, then I must have overlooked something. I haven't been doing freeciv stuff for a while. But I think I'll do some stuff again now that 2.4 is out.
by Alien Valkyrie
Mon Sep 16, 2013 3:42 pm
Forum: Wishlist
Topic: Glaciers and Frozen Water
Replies: 12
Views: 16519

Re: Glaciers and Frozen Water

Image
Yeah, I think this is a pretty nice idea. Would need some new code though (probably. I've never looked at the freeciv code).
by Alien Valkyrie
Thu Sep 12, 2013 5:49 pm
Forum: Single player
Topic: AI moves two times in one turn
Replies: 3
Views: 5736

Re: AI moves two times in one turn

I stumbled upon that setting when just looking through the list of settings, and then I finally knew why the AI's units could attack my attackers the instant I moved next to their city(with auto-attack disabled).
by Alien Valkyrie
Wed Sep 11, 2013 6:22 pm
Forum: Single player
Topic: AI moves two times in one turn
Replies: 3
Views: 5736

Re: AI moves two times in one turn

Was it happening the moment you pressed "End Turn"? If so, and you're on the "All players move simultaneously" setting(which is the default one), the AI probably made a move at the end of one turn and immediately the next one at the beginning of the next turn. Other than that, wh...