Search found 324 matches

by nef
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...
by nef
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...
by nef
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...
by nef
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...
by nef
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
by nef
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.
by nef
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...
by nef
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...
by nef
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...
by nef
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 ...