Search found 428 matches

by Lachu
Sat Jan 04, 2020 3:35 pm
Forum: Multiplayer / Online gaming
Topic: NOTIFY players of a new turn ? (mail/anything ?)
Replies: 3
Views: 4934

Re: NOTIFY players of a new turn ? (mail/anything ?)

Solution is: write custom client, which will send an e-mails. I don't know how, but I thing starting point is stub client. It should connect as observer.
You could also write patch to server, but it's less secure, I think.
by Lachu
Mon Dec 23, 2019 5:03 pm
Forum: Wishlist
Topic: Idea: civil migration tread
Replies: 0
Views: 2574

Idea: civil migration tread

Idea is about signing between two country new kind of tread - civil migration. It add bonus to developing technologies discovered by at least one country we signed this tread with, but also makes our people unhappy per each technology discovered by at least one country we signed this tread with. Rea...
by Lachu
Fri Dec 20, 2019 2:06 pm
Forum: Tech support
Topic: Generic build scripts
Replies: 20
Views: 9525

Re: Generic build scripts

I haven't tested or download your script, but I created some nice tool, called cli2gui. You could integrate it with your script, so users don't have to open terminal window. If I found time, I would help you. Clone sources from sourceforge. Open cli2gui.c and change backends directory to ./backends ...
by Lachu
Tue Dec 17, 2019 1:55 pm
Forum: Tech support
Topic: Autogen and relative prefix
Replies: 1
Views: 1480

Autogen and relative prefix

Hi. I didn't known should I put this thread in tech support or development forum. I need to compile freeciv with prefix set to "." (directory set as current working directory, when the programs run). I type: ./ The result is (last message): configure: error: expected an absolute ...
by Lachu
Mon Dec 16, 2019 6:37 pm
Forum: General discussion
Topic: Page broken
Replies: 2
Views: 2096

Page broken

Someone change content of this page.
by Lachu
Fri Nov 22, 2019 3:59 pm
Forum: Wishlist
Topic: trireme on land exploit
Replies: 20
Views: 6690

Re: trireme on land exploit

About ability to self-defend of unloaded unit. Maybe make fortify action disabled, when unit was unloaded on the same turn? Of course, fortify, when loaded should be disabled too.
by Lachu
Fri Oct 25, 2019 11:13 am
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 156
Views: 64965

Re: [2.6] Augmented ruleset modpack

I think castles aren't possible in Freeciv. You can produce units only in cities. Cities don't have flags, so there's no way to recognize some city is an castle or normal city. Cities have workers (but if somebody will implement city flags, you can set tile_workable effect to 0, if castle is set; ot...
by Lachu
Sat Oct 05, 2019 5:46 pm
Forum: General discussion
Topic: Postęp game
Replies: 90
Views: 54452

Re: Postęp game

Because Progress have a memory troubles, I decided to rewrite code to some higher languages. Yes - I'm bad and I suggested you to do the same, because I thought I will have less work ;-) . I have first problem. Where DEFAULT_SOCK_PORT, MAJOR_VERSION, MINOR_VERSION, PATCH_VERSION definitions are plac...
by Lachu
Tue Oct 01, 2019 9:00 am
Forum: General discussion
Topic: Use higher level language than C
Replies: 0
Views: 3604

Use higher level language than C

There exist high level language, which is translatable to C like Vala or nim. Some have good C integration, so bindings for C libraries will be generated from C header. Vala and Nim are quite speed. Programs written in Vala or Nim have range market, because they are translated to C. Maybe you could ...
by Lachu
Tue Sep 17, 2019 4:39 pm
Forum: General discussion
Topic: Discuss, please: Delayed GoTo and Real Turn-Based Game
Replies: 23
Views: 8509

Re: Discuss, please: Delayed GoTo and Real Turn-Based Game

I like the idea with server lag. It's very intuitive and natural - units may report to king/general's/etc. , so it takes a time.