Search found 53 matches

by The Square Cow
Fri Dec 12, 2014 3:02 am
Forum: Rulesets and modpacks
Topic: Ruleset and unit graphics manipulation
Replies: 3
Views: 4925

Re: Ruleset and unit graphics manipulation

They would have an easier time if they did. Otherwise, assuming that you listed normal unit tags for the alt tags, different units will look the same. (The other people could still tell the difference by middle clicking on the unit and looking at its name). If you are adding just a few units then if...
by The Square Cow
Thu Dec 11, 2014 8:45 pm
Forum: Rulesets and modpacks
Topic: Ruleset and unit graphics manipulation
Replies: 3
Views: 4925

Re: Ruleset and unit graphics manipulation

The normal solution is to make a custom tileset just for your mod. Then you tell the client that it should use your custom tileset for that mod. Like this: [tileset] prefered="<name of your tileset>" Then you can define what ever unit tags you need in the tileset and use them in the rulese...
by The Square Cow
Thu Dec 11, 2014 8:33 pm
Forum: Single player
Topic: 2.4.4 Republic
Replies: 1
Views: 4074

Re: 2.4.4 Republic

In the default ruleset, unit upkeep is in shields (production). Under governments that are not Republic or Democracy you get a few free units with no upkeep. That city wasn't producing anything because it was spending all of its shields on unit upkeep, but it still didn't have enough so it had to di...
by The Square Cow
Sun Dec 07, 2014 2:36 am
Forum: Single player
Topic: Best settings for limiting AI aggressiveness
Replies: 20
Views: 36772

Re: Best settings for limiting AI aggressiveness

If you make a new rule set, and then add a rule like this: ; Make the AI more peacefull [effect_ai_love] name = "Gain_AI_Love" value = 50 reqs = { "type", "name", "range" } To the effects file, then the AI will tend towards peace and alliance more. You likely ...
by The Square Cow
Sat Dec 06, 2014 5:10 am
Forum: Single player
Topic: Best settings for limiting AI aggressiveness
Replies: 20
Views: 36772

Re: Best settings for limiting AI aggressiveness

The Freeciv AI seems to have done this for as long as I can remember, which is before version 2.0. However, the AI does seem to be less aggressive with less players total -- like about five players. I tend to play with many AI players so my memory may be biased towards that situation.
by The Square Cow
Sat Dec 06, 2014 5:01 am
Forum: Art and tilesets
Topic: Refugee for Trident
Replies: 4
Views: 9020

Re: Refugee for Trident

Looks good to me. :)
by The Square Cow
Thu Dec 04, 2014 1:17 am
Forum: Art and tilesets
Topic: Refugee for Trident
Replies: 4
Views: 9020

Refugee for Trident

I saw that Apollo2 had graphics for refugee, but Trident didn't have one. Thus, I built one to increase the compatibility for mod creators.

It is built from scratch, but in the style of Trident.

Cite me as The Square Cow if you decide to use it.
by The Square Cow
Thu Dec 04, 2014 12:53 am
Forum: Wishlist
Topic: Air missions, air/naval bombardment
Replies: 3
Views: 4771

Re: Air missions, air/naval bombardment

I, for one, enjoy the concreteness of the Civ2 air combat model. If we wanted to enable more complex air engagements, then we could give bombers a fuel of 4 (So they can end 3 turns outside of a city) and fighters a fuel of 2 (ending one turn outside of a city). We would also halve the movement of b...
by The Square Cow
Sun Nov 30, 2014 3:54 am
Forum: Single player
Topic: Freights?
Replies: 4
Views: 6678

Re: Freights?

If you want to beat the AI to that wonder, then you may need to build caravans to get your entire nation's productive ability involved. (Buying the wonder also works and I think it would be cheaper than buying the caravans to build it from looking at the Math of Freeciv ) The other use for Freights ...
by The Square Cow
Sun Nov 30, 2014 3:28 am
Forum: Single player
Topic: How many cities are reasonable?
Replies: 16
Views: 24702

Re: How many cities are reasonable?

The number of cities depends on the size of the map. However, the AI does tend to put its cities as close as possible to each other. (If you don't like this, set minimum distance between cities to higher in the game options). I prefer to place my cites so their harvest areas don't over lap, but if t...