Search found 34 matches
- Tue Aug 21, 2018 2:47 pm
- Forum: Rulesets and modpacks
- Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
- Replies: 12
- Views: 9228
Re: Negative requirements: nreq vs. "negate" TRUE/FALSE
Hold on, there is a bump on my desk, I need to smooth it out with my forehead. Uh, sorry for lack of words. Quoted from 2.5's doc/README.effects: A requirement may have a 'negated' field, and if this is 'TRUE', the requirement is negated. If this is 'FALSE', the requirement is not negated. Quoted f...
- Tue Aug 21, 2018 2:11 pm
- Forum: Rulesets and modpacks
- Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
- Replies: 12
- Views: 9228
Re: Negative requirements: nreq vs. "negate" TRUE/FALSE
Some other effects work nicely with "negate". (But, to be honest, I think this was a confusing way to implement this; "present" makes much more sense.) And the problem isn't this part, but the fact that there are two same requirement types (MinSize) in the same field. It seems n...
- Tue Aug 21, 2018 1:28 pm
- Forum: Rulesets and modpacks
- Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
- Replies: 12
- Views: 9228
Re: Negative requirements: nreq vs. "negate" TRUE/FALSE
At first, I think not "negate", but "present". Post edited: And if you replaced negate to present, you need invert TRUE/FALSE. [effect_granary_1] type = "Growth_Food" value = 20 reqs = { "type", "name", "range", "negate" "Min...
- Thu Aug 02, 2018 1:16 pm
- Forum: Art and tilesets
- Topic: RoundSquare tileset
- Replies: 57
- Views: 121737
Re: RoundSquare tileset
Still not sure, if tile output is clamped to 9 for display only, or also for real output? It is display only. If you middle click that tile, tile output displays correctly. City's dialog displays food income correctly if you clicked. e.g. If grassland produces 12 food, then... (please ignore city's...
- Sun Jul 29, 2018 5:38 am
- Forum: Rulesets and modpacks
- Topic: "Simulation" ruleset (2.5) - v1.0 released
- Replies: 110
- Views: 79396
Re: Corbeau's ruleset (2.5) - v1.0 released
Removed adjacent-to-ocean requirement for Harbour. (If it is possible to set a "maximum distance to ocean" requirement, do let me know.) If you set "City" instead of "Adjacent", then Harbor is allowed when Oceanic terrain exists within city radius. e.g. reqs = { "...
- Wed Jan 31, 2018 4:14 pm
- Forum: Rulesets and modpacks
- Topic: friendly mercenary tribes
- Replies: 10
- Views: 8047
Re: friendly mercenary tribes
If simple lua script can fix this i'll gladly apply ! However you say default.lua and in the ruleset there is only script.lua . Did the name simply change since 2.5 ? Or is this another file ? I don't want to touch any global file... default.lua is placed on data/default/. https://github.com/freeci...
- Wed Jan 31, 2018 12:26 pm
- Forum: Rulesets and modpacks
- Topic: friendly mercenary tribes
- Replies: 10
- Views: 8047
Re: friendly mercenary tribes
Oh, hmm, that's not good, now is it? Not only does using more than one Hut unit not work, units aren't even in order of tech level by default (They're ordered by 'group' first). It means that Knights are preferred over Musketeers. And if you have Leadership, even that is Broken!? Seems like there s...
- Wed Jan 24, 2018 1:48 pm
- Forum: Contribution
- Topic: civ1 behavior
- Replies: 19
- Views: 16723
Re: civ1 behavior
- Second game turn is -3980, not -3950. Whole calendar seems different. I googled year progress per turn in Civilization series ;) Civ1 (610 turns in Prince difficulty, end in 2060 CE): https://forums.civfanatics.com/threads/years-per-turn-in-civ-1.452237/ Civ2 (520 turns in Prince difficulty, end ...
- Wed Jan 24, 2018 9:07 am
- Forum: Rulesets and modpacks
- Topic: friendly mercenary tribes
- Replies: 10
- Views: 8047
Re: friendly mercenary tribes
According to data/default/default.lua(_deflua_hut_get_mercenaries), we search unit which have role 'HutTech', with player information. According to common/scriptcore/api_game_find.c(api_find_role_unit_type) and common/unittype.c(best_role_unit_for_player), last defined unit in units.ruleset is selec...
- Sun Jan 21, 2018 2:39 pm
- Forum: Rulesets and modpacks
- Topic: hide small wonders from build list
- Replies: 11
- Views: 9492
Re: hide small wonders from build list
Seems so ! But is 2.6 stable enough for everyday use ? Furthermore, how to convert a ruleset from 2.5.9 to 2.6 ? Will I have to redo every change ?? I think 2.6 is stable to work...this is only my opinion. :? How to update ruleset 2.5 to 2.6 is, see this page: http://freeciv.wikia.com/wiki/How_to_u...