Search found 492 matches

by Ignatus
Thu Feb 25, 2021 7:28 pm
Forum: Wishlist
Topic: Obligatory hard action requirements you want dropped
Replies: 9
Views: 3366

Re: Obligatory hard action requirements you want dropped

I've thought about that too, and I really like the idea, but I figure we should probably put that off until after we've figured out how transported units defending their transport works . I mean, when you've got a capturable transport full of capturable cargo, sure, everything's obviously gonna wor...
by Ignatus
Wed Feb 24, 2021 6:30 pm
Forum: Wishlist
Topic: Throne room or palace plus music
Replies: 5
Views: 1908

Re: Throne room or palace plus music

Not that it is in close developers' plans. The community is concentrated on gameplay related elements, that's why the graphics are, umm, rather old-fashioned, we still don't have even a pictogram for hospital, and no palace or talking heads have ever been here. I have once made a proposal that inclu...
by Ignatus
Tue Feb 23, 2021 12:52 pm
Forum: Wishlist
Topic: Obligatory hard action requirements you want dropped
Replies: 9
Views: 3366

Re: Obligatory hard action requirements you want dropped

I think, the best goal of the mentioned is paradropping in a tank (well, unhardcoding the UCF is also necessary but it really needs a lot of attention). The leak of diplomatic states between allies hardly is a problem, so just check the cargo and say _("Can't paradrop %s with %s's %s aboard int...
by Ignatus
Tue Feb 16, 2021 9:00 pm
Forum: Wishlist
Topic: Generalized auxiliary parameters in is_req_active()
Replies: 3
Views: 1441

Re: Generalized auxiliary parameters in is_req_active()

Well, yes, I'm a mostly amateur programmer and can't yet get rid of "it can be encoded in 3 bytes, why do we use 4" logic :roll: Surely struct can reduce the amount of recoding, though each one exotic requirement factor will intristically still have global impact (but I hope the struct doe...
by Ignatus
Tue Feb 16, 2021 8:49 am
Forum: Wishlist
Topic: Some air units related oddities
Replies: 8
Views: 4730

Re: Some air units related oddities

2. Any units can attack from carriers if they are over native terrain, even if they can't disembark the carrier. (For that reason, in LT54 cargo planes are limited to non-military classes). Bombardment and diplo actions can be restricted for a transported unit but not attack. I don't understand. Di...
by Ignatus
Mon Feb 15, 2021 7:05 pm
Forum: Wishlist
Topic: Generalized auxiliary parameters in is_req_active()
Replies: 3
Views: 1441

Generalized auxiliary parameters in is_req_active()

A post mostly about the developer's side. The function is_req_active(), that stays behind all the requirements system, has now uncomfortably many parameters. Additionally to target player, city, unit and tile, there are other local parameters that specify objects in relation to which the requirement...
by Ignatus
Fri Feb 12, 2021 12:32 pm
Forum: Single player
Topic: Why won't the game let me steal technology?
Replies: 5
Views: 3702

Re: Why won't the game let me steal technology?

In multiplayer, stealing should be possible if:
* diplomat or spy has moves left and is on livable tile (not in a ship on the sea);
* target player is not barbarian and has what to steal.

To meet a player, you must have an embassy there (contactturns=0).
by Ignatus
Fri Feb 12, 2021 11:38 am
Forum: Rulesets and modpacks
Topic: new rulesets offerred
Replies: 20
Views: 8760

Re: new rulesets offerred

Ow, they explained me how it should be done: you put * into extra_canal.reqs: "TerrainClass", "Land", "Local", * into road_canal.first_reqs: "TerrainClass", "Oceanic", "Adjacent" * into road_canal.integrates: "River" If you have s...
by Ignatus
Tue Feb 09, 2021 7:59 pm
Forum: Rulesets and modpacks
Topic: new rulesets offerred
Replies: 20
Views: 8760

Re: new rulesets offerred

Gave it another try and failed again. Problem is that custom flags defined for terrain can't be used by extras. Extras can only have flags from the list of pre-defined extra flags. Well, yes... but, as a kludge, some of the flags will not do much harm (e.g. "ConnectLand" or, if no defense...
by Ignatus
Sun Feb 07, 2021 5:22 pm
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset - WORK IN PROGRESS
Replies: 24
Views: 18980

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

Dino the Dinosore wrote:Also noticed that the files say

Code: Select all

options="+Freeciv-2.5-ruleset"
Is there a problem running them with 2.6.3?

2.5 and 2.6 rulesets are different, won't run without a reworking, I wonder how the server didn't kick it away before.