Search found 517 matches
- Sun Nov 08, 2020 11:26 am
- Forum: Tech support
- Topic: fortress bug
- Replies: 3
- Views: 7720
Re: fortress bug
The point of a fortress is to boost the defensive capabilities of units inside it – you need to occupy it with troops. If you build a fortress, but then leave it unoccupied, enemies can easily capture it.
- Fri Nov 06, 2020 11:01 am
- Forum: Tech support
- Topic: Future Tech
- Replies: 2
- Views: 5420
Re: Future Tech
At the moment, nothing. They're just something to sink additional research into. Some rulesets might be able to do something with them (e.g. grant bonuses based on how many you have) in the future.
- Mon Nov 02, 2020 9:54 am
- Forum: Tech support
- Topic: Load units in ships
- Replies: 3
- Views: 11916
Re: Load units in ships
Frigates and Ironclads should be upgrading to Destroyers – the Galleon is the one that's upgraded to a Transport, and they should very much be able to transport units. The exact specifics depend on which ruleset you're using, but you can generally check the in-game help browser for information like ...
- Sat Oct 31, 2020 11:04 am
- Forum: Wishlist
- Topic: A bit of playable realism: Season an climatic zone effects
- Replies: 2
- Views: 4608
Re: A bit of playable realism: Season an climatic zone effects
I've been thinking about the seasons and map temperature thing for a while now – if we make seasonal effects, it would also be neat to be able to have two hemispheres. An idea I had for this was a "MinLatitude" requirement type, with each tile being assigned an integer latitude – maybe fro...
- Wed Jul 15, 2020 10:14 am
- Forum: Tech support
- Topic: non-native attack failed
- Replies: 6
- Views: 10011
Re: non-native attack failed
If I understand this correctly, that's precisely the case – an attack from a non-native tile against another non-native tile.Ignatus wrote:This is strange, control.c code calls request_transport() only if the destination move tile has unlivable terrain.
- Fri Apr 24, 2020 7:27 am
- Forum: Rulesets and modpacks
- Topic: Random Q&A
- Replies: 2
- Views: 5902
Re: Random Q&A
Caveat: It might be possible that Defend_Bonus is only evaluated when attacking a city. I've never actually checked.
- Thu Apr 16, 2020 1:15 pm
- Forum: Rulesets and modpacks
- Topic: [3.0] Aviation ruleset
- Replies: 19
- Views: 27725
Re: [2.6] Aviation ruleset
Something I noticed was that, with default settings, the research rate in the beginning far exceeds any possible production rate. That is to say, unless you're going for lots of gold to buy stuff and less research, most of the earlier parts of the tech tree are completely irrelevant. Maybe changing ...
- Sat Apr 11, 2020 2:41 pm
- Forum: Rulesets and modpacks
- Topic: [3.0] Aviation ruleset
- Replies: 19
- Views: 27725
Re: [2.6] Aviation ruleset - WIP
There's one annoying problem I haven't been able to figure out how to fix: when a Glider carrying (say) Assault Troops is being towed by another aircraft, it can unload its troops without casting off, which allows the player to tow the Glider back to a city and re-use it. This isn't meant to be pos...
- Sat Mar 28, 2020 4:03 pm
- Forum: Forum
- Topic: User avatars not seen
- Replies: 1
- Views: 21963
Re: User avatars not seen
I can't see my own avatar either. Maybe the avatars got lost somewhere along the way during a reboot/upgrade/whatever of the forums? I'll try reuploading it.
EDIT: After a quick re-upload, looks like it's displayed again.
EDIT: After a quick re-upload, looks like it's displayed again.
- Sat Mar 28, 2020 8:11 am
- Forum: Tech support
- Topic: is freeciv a 32-bit app? will it run on macOS 10.15+?
- Replies: 3
- Views: 8130
Re: is freeciv a 32-bit app? will it run on macOS 10.15+?
Currently (i.e. up to Freeciv 2.6, the current stable release), Windows builds are made against msys1, and only 32-bit binaries are available. There are (somewhat experimental) 64-bit Windows binaries occasionally being built and uploaded by cazfi over here (more info in this thread ). The plan is t...