Search found 492 matches

by Ignatus
Tue Aug 21, 2018 6:46 pm
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 6382

Re: Negative requirements: nreq vs. "negate" TRUE/FALSE

If both nreqs= and present mechanisms existed in the game but all nrequs were logically multiplied as reqs do, not summed as they did in 2.4, then we could get at least basic logical operations ( not(not A and not B) == A or B ) which would make the ruleset files shorter and more comprehensible. Wou...
by Ignatus
Sat Aug 11, 2018 9:34 am
Forum: Wishlist
Topic: Limit changes of effective policy values
Replies: 2
Views: 1885

Re: Limit changes of effective policy values

Oh yes, they always worked this way :oops: Won't ever more post suggestions without having checked the game, especially while at work. But effects manipulating policy parameters is still what we don't have yet. We then can use the same mechanism for adjustable multipliers and counters as described h...
by Ignatus
Fri Aug 10, 2018 5:35 am
Forum: Wishlist
Topic: Limit changes of effective policy values
Replies: 2
Views: 1885

Limit changes of effective policy values

Consider we have a policy "Public education investments", and as it grows, productivity falls (effect on turn change), but chance of getting tech from conquering a city rises (effect of an action). AFAIK, player can and will abuse this - he will invest little in education, but when he is u...
by Ignatus
Tue Jul 24, 2018 8:29 pm
Forum: Wishlist
Topic: cultural victory option : the majority of world's culture
Replies: 8
Views: 4836

Re: cultural victory option : the majority of world's culture

Support. I also don't know how victory_min_points interacts with MinCulture setting in Victory effect, isn't it an overhead setting? Probably we should move the lead_pct setting also into effects, like MinCulturePct requirement with various ranges. I have played a game in Experimental (2.6 beta2) wh...
by Ignatus
Thu Feb 08, 2018 6:16 pm
Forum: Wishlist
Topic: Religion concept
Replies: 6
Views: 3502

Re: Religion concept

Introducing religious effects would be nice but I don't like some features that Civ* games have for it. Especially, I don't like that civilizations must race for founding religions and introducing doctrines. That's unrealistic (it's more difficult to found a powerful religion among existing ones but...
by Ignatus
Thu Feb 08, 2018 5:24 pm
Forum: Wishlist
Topic: 1. Ruleset-flexible combat; 2. Bombarding duels
Replies: 13
Views: 5987

Re: 1. Ruleset-flexible combat; 2. Bombarding duels

WOW! Like this, we are going to finally support CivIII combat? The suggestion is not perfectly about it, but it's a logical development of the idea. For me, any way for units to have chances to retreat from a battle sounds nice. (I would also prefer to have the morale factor, dependent on government...
by Ignatus
Sat Dec 30, 2017 9:51 pm
Forum: Wishlist
Topic: [AI] Some tactical goals severely need amending
Replies: 2
Views: 2114

Re: [AI] Some tactical goals severely need amending

won by culture Interesting, so far that didn't work for me, something in my ruleset must be wrong. You're talking about 2.6.0-beta1, or don't you? Yes (the forescreen says beta1+). Culture victory is by default on in the Experimental ruleset. AI_love can't effectively go to the negative scale even ...
by Ignatus
Sat Dec 23, 2017 1:26 pm
Forum: Wishlist
Topic: [AI] Some tactical goals severely need amending
Replies: 2
Views: 2114

[AI] Some tactical goals severely need amending

I played a pair of single games in Experimental and Classical rulesets to high turns, and have seen AIs' common pitiful faults which make the game uninteresting if you have survived enough to become a rich developed democracy, even with few military units. 1. Firstly, why they haven't yet attacked m...
by Ignatus
Fri Dec 22, 2017 3:52 pm
Forum: Single player
Topic: AI in v2.6 beta0
Replies: 3
Views: 4927

Re: AI in v2.6 beta0

Really, the AIs were good in building wonders in beta0? In beta2, when playing civ2civ3, they hardly can finish building one, even large civilizations with many cities far from any enemy just start and stop in few turns. Maybe they don't on maximal difficulcy?
by Ignatus
Thu Dec 21, 2017 8:47 am
Forum: Contribution
Topic: Missing Icons
Replies: 12
Views: 12823

Re: Missing Icons

2017 is ending, 2.6beta is released, still no graphics for hospital is in the distribution :(