Search found 324 matches
- Mon Dec 23, 2019 10:53 am
- Forum: Tech support
- Topic: R.I.P Not responding.
- Replies: 41
- Views: 34403
Re: R.I.P Not responding.
Thank you. The worst part about this is that I did already know that the sections had to be [effect_*]. Sheer carelessness. On the bright side I will now be able to proceed with another civ1 ruleset fix. You may have also helped me with a documentation issue (concerning secfiles) but more on that la...
- Mon Dec 23, 2019 8:19 am
- Forum: Tech support
- Topic: R.I.P Not responding.
- Replies: 41
- Views: 34403
Re: R.I.P Not responding.
This effect can not be checked in Lua since you have no way to suplly OutputType. Did you check in the game? On this one I made an inference. The barbs continued with research at the same old rate. But you are correct, I actually checked Not_tech_Source in Lua as well as gameplay. About Not_Tech_So...
- Mon Dec 16, 2019 12:22 pm
- Forum: Tech support
- Topic: R.I.P Not responding.
- Replies: 41
- Views: 34403
Re: R.I.P Not responding.
43. Barb predicates. In the following list of rules all of them fail to change the value of the effect EXCEPT for the last (Empire_Size_*) which works 'as advertised'. [Not_Tech_Source_0] type = "Not_Tech_Source" value = 1 reqs = { "type", "name", "range", &qu...
- Mon Dec 16, 2019 12:16 pm
- Forum: Tech support
- Topic: R.I.P Not responding.
- Replies: 41
- Views: 34403
Re: R.I.P Not responding.
42. Nukes and the GTK client. The client stands too close to the nuke when it goes off - its electronic brain gets fried. a. When in map view the client hides ALL city DB until you change to another tab. b. A random selection of orders are denied until you have changed tabs (after which there is a n...
- Mon Dec 09, 2019 11:50 am
- Forum: Wishlist
- Topic: sometimes a turn is skipped
- Replies: 9
- Views: 6448
Re: sometimes a turn is skipped
Is this the problem identified (and fixed) in this thread
- Mon Nov 18, 2019 10:59 am
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 159398
Re: Correct the rulesets civ1 and civ2
Sveinung, where have you been? I have been waiting so long for those extra points you promised.
- Mon Nov 04, 2019 3:45 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 159398
Re: Correct the rulesets civ1 and civ2
the entering unit may die without a chance to fight if unleashing barbarians (something to do with tile:unleash_barbarians). Recently looked more closely at this. It appears to be decided by the server option specifying the curfew (i.e. barbs do not appear before ... - or something like that). So t...
- Mon Nov 04, 2019 11:37 am
- Forum: Rulesets and modpacks
- Topic: Earth scenario and civ2civ3 ruleset
- Replies: 22
- Views: 38730
Re: Earth scenario and civ2civ3 ruleset
I noticed in HRM a discussion about 'hermits' that could be included in fc3.1 due to an enhancement to the hut enter callback. I also gather that the feature is intended for civ2civ3 hence the choice of thread, but if I'm wrong I apologise for being 'off topic'. To demonstrate the features of the ne...
- Mon Nov 04, 2019 11:24 am
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 159398
Re: Correct the rulesets civ1 and civ2
Ever noticed that in the beginning of a game you only ever get legion and never calvary (= horsemen) even though both are marked with the role "hut". The answer is that the only facility in Lua is find.role_unit_type. Now this may work 'well enough' for "HutTech", but it is manif...
- Mon Nov 04, 2019 11:21 am
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 159398
Re: Correct the rulesets civ1 and civ2
For those who want to write (or rewrite) their own hut entry code (for their choice of ruleset), I can offer the following comments: The programmability is tailored to various levels of Lua fluency. 1. Simple changes to the profile best explained with two examples. For the stock standard fc default ...