Search found 472 matches

by Lachu
Fri Jun 17, 2022 6:24 pm
Forum: Tech support
Topic: Mismatch client/server version?
Replies: 2
Views: 4192

Mismatch client/server version?

I am developing freeciv. I cannot found information about how to solve server/client version mismatch. I update freeciv from git sources to apply my work at top of latest version. That is normal freeciv had different client/server version on master branch? How to life with this problem?
by Lachu
Tue Mar 15, 2022 3:54 pm
Forum: Wishlist
Topic: Counters, trggers and changes in survive
Replies: 3
Views: 1729

Re: Counters, trggers and changes in survive

English is not my native too. I only understood you a little. About triggers, there is one problem. Should we activate trigger with all requirement meet, when one of it's requirement change value or when? I think first option is good. I cannot reminder any example of bad design of first solution - m...
by Lachu
Sat Mar 12, 2022 5:48 pm
Forum: Wishlist
Topic: Counters, trggers and changes in survive
Replies: 3
Views: 1729

Re: Counters, trggers and changes in survive

On list of passed requirement, we must store also subject.

When something. that might be subject was destroyed, we lookup over passed requirement vector and removes each entry with subject.
by Lachu
Sat Mar 12, 2022 5:18 pm
Forum: Wishlist
Topic: Counters, trggers and changes in survive
Replies: 3
Views: 1729

Counters, trggers and changes in survive

I developing counters for Freeciv. Also, I am maintainer of Progress; In progress, I introduced remember_* field to effects, where asterix is range name, such like player Also, I add to effects field telling how long effect should be activated. When, many years ago, I told about this features, someo...
by Lachu
Sun Mar 06, 2022 4:01 pm
Forum: Wishlist
Topic: Custom actions
Replies: 7
Views: 2618

Re: Custom actions

I am developing counters currently. Counters can enable effects, when checkpoint value were met. Allowing custom actions to increase/decrease counter of target or actor could be great. For example: Player could sell captured workers as an slave in city (actor: unit with some reqs; target: our city)....
by Lachu
Tue Feb 15, 2022 3:53 pm
Forum: Wishlist
Topic: [Campaing] Space-walker
Replies: 0
Views: 2511

[Campaing] Space-walker

I have idea about create scenario called space-walker. It could use standard ruleset, but only one option to won map: send alpha-centaur ship. Campaining would be endless. When we send ship to other galaxy, our king (Space Captain) would go to the ship and travel to new planet. After that, player co...
by Lachu
Tue Feb 15, 2022 3:43 pm
Forum: Freeciv-web
Topic: Freecivweb.org do not respond
Replies: 1
Views: 1443

Freecivweb.org do not respond

Is the servers shout down?
by Lachu
Thu Nov 25, 2021 5:19 pm
Forum: Wishlist
Topic: Invisible unit
Replies: 5
Views: 2617

Re: Invisible unit

What about diplomacy relationship like case-of-fire or any other?

Should in peace unit, which tries to move on tile with invisible unit, lost mp?
by Lachu
Tue Nov 16, 2021 6:17 pm
Forum: Wishlist
Topic: [Small feature] Allow to translate name of City
Replies: 1
Views: 1283

[Small feature] Allow to translate name of City

Allow to translate name of city in two cases: 1. When conquered, so this is set globally 2. Client-related functionality, which will translate each city name to local language To realize this feature, there could be necessary to remember in which language city name is stored. This feature would appl...
by Lachu
Tue Nov 16, 2021 2:49 pm
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 36
Views: 29690

Re: Combat_Rounds effect: to kill or to survive?

You have right, but I do not mean to do not remove entries from list. Unit will heal, so the entries automatically by removed if drop to 0. It will be subtracted proportionally for each attacker. So. Unit have 10 hp max. First unit took 2 hp, so it i 20%. Second unit took 4hp, so it is 40%. Unit hea...