Search found 327 matches

by dunnoob
Tue Jan 30, 2018 1:25 pm
Forum: Tech support
Topic: Wiki database dump
Replies: 2
Views: 3298

Re: Wiki database dump

https://vignette.wikia.nocookie.net/freeciv/images/8/87/Symbol_thumbs_up.svg/revision/latest/scale-to-width-down/16?cb=20180128131625 , sadly U+1F44D is rejected as unsupported character by phpBB, even my vintage 2009 Windows 7 can do Unicode 6... Of course I'm cheating and grabbed some promising W...
by dunnoob
Tue Jan 30, 2018 9:33 am
Forum: Tech support
Topic: Wiki database dump
Replies: 2
Views: 3298

Wiki database dump

On Special:Statistics folks can download something claiming to be a full database backup of the Wiki, at the moment this is about 5 MB as 7z archive, unpacked about 230 MB, or 4,299,965 lines in a text editor. Files (images incl. SVGs, videos, OGG audio, etc.) are not included. IOW, it is too big as...
by dunnoob
Sat Jan 27, 2018 12:36 pm
Forum: Tech support
Topic: animation prb (gtk2)
Replies: 7
Views: 6370

Re: animation prb (gtk2)

Windows by itself will not blur a window that stops responding, it will just not be refreshed anymore. NAK, Windows 7 on my box definitely does this, even for unresponsive explorer windows, not only for freeciv. It's some state between busy + crash , where busy is indicated by the cursor: If I stil...
by dunnoob
Thu Jan 25, 2018 6:31 pm
Forum: Announcements
Topic: Stable release 2.5.10
Replies: 2
Views: 5978

Re: Stable release 2.5.10

JTN wrote:Source code is available in the usual place.
Fun stuff, some maniac with the nick gnu/archive uploaded the tar ball to the web archive. Another maniac (=me) added a review to explain the mysteries of the People page on the Wiki. :roll:
by dunnoob
Mon Jan 22, 2018 10:49 am
Forum: Rulesets and modpacks
Topic: hide small wonders from build list
Replies: 11
Views: 9487

Re: hide small wonders from build list

i may even have missed interesting features already there in 2.5... No, you checked experimental , that's where interesting new features used to be until 2.5. Starting with 2.6 that will be sandbox . For other stuff looking in the alien ruleset is also interesting, but unsuited for copy+paste. ;) S...
by dunnoob
Mon Jan 22, 2018 5:12 am
Forum: Rulesets and modpacks
Topic: hide small wonders from build list
Replies: 11
Views: 9487

Re: hide small wonders from build list

Furthermore, how to convert a ruleset from 2.5.9 to 2.6 ? Will I have to redo every change ?? Short answer, yes , example: Your rules Y for 2.5 are based on some shipped rules X for 2.5, you get shipped rules X' for 2.6, you copy X' to Y', and then you compare the differences between old Y and old ...
by dunnoob
Thu Jan 18, 2018 9:58 am
Forum: Wishlist
Topic: Corruption
Replies: 5
Views: 4360

Re: Corruption

Distance based waste hits full 100% when there's no government center (infinite distance) Looking in the code I don't see how this works, but if all * _by_distance effects have a Palace as requirement, and a Palace is the only way to get a gov_center at all, then this works for me in the radius rul...
by dunnoob
Sun Jan 14, 2018 7:30 pm
Forum: Rulesets and modpacks
Topic: Adding corruption (and waste?) with new cities?
Replies: 2
Views: 2738

Re: Adding corruption (and waste?) with new cities?

Would it be possible to increase the corruption based on the number of the cities the player has? There is no "number of cities" requirement in the effects at the moment, maybe it's a good idea, but it would take years to get it as implemented feature request in a stable version 3.1 or la...
by dunnoob
Sun Jan 14, 2018 7:02 pm
Forum: Rulesets and modpacks
Topic: Waste by distance: what is distance?
Replies: 10
Views: 8340

Re: Waste by distance: what is distance?

city_waste() Interesting stuff, the... if (gov_center == NULL) { waste_all = TRUE; /* no gov center - no income */ } else { waste_level += waste_by_dist * min_dist; } ...makes it hard to create a classic variant, where a palace isn't free (has to be built). It only works if all waste_by_distance ef...
by dunnoob
Sat Jan 13, 2018 5:00 am
Forum: Rulesets and modpacks
Topic: Fortress and tile ownership?
Replies: 5
Views: 4905

Re: Fortress and tile ownership?

Corbeau wrote:So, if it is set to -1 and thus disabled, a fortress *can* exist in a city tile. Does it give additional defence bonus then?
IIRC there's an explicit CityTileCenter FALSE requirement, e.g., if you build a city on a tile with a fortress the fortress is gone, no pillage required.