Search found 49 matches
- Tue Nov 17, 2015 1:49 pm
- Forum: Wishlist
- Topic: Split up the helptext field across effects
- Replies: 6
- Views: 6744
Re: Split up the helptext field across effects
Yes... I would like to mention an additional advantage of this method, related to the government file: by having custom helptext for government effects in the effects file, we could also avoid unfamiliar government effects not appearing in the government help docs (e.g. AI Love, which is a result of...
- Mon Nov 16, 2015 7:47 pm
- Forum: Contribution
- Topic: Remaking the map generator
- Replies: 3
- Views: 5186
Remaking the map generator
Hey there, One annoying thing when starting games on Freeciv is that it demands that you have way too much space between your civilizations to generate starting positions. I was thinking of going in to the source code to fix that issue and allow me to build the massive, 40 player maps that I enjoy a...
- Fri Apr 03, 2015 7:14 pm
- Forum: Rulesets and modpacks
- Topic: Terrain file edit error
- Replies: 9
- Views: 7905
Re: Terrain file edit error
2.3.4JTN wrote:My 2.3 build is happy with that file, and it looks fine to me.
What exact 2.3 version are you using?
(The line ending thing shouldn't be an issue these days. As of 2.3.1, Freeciv on either Windows/Unix is tolerant of the other platform's line endings. patch #2843)
- Thu Mar 26, 2015 7:38 pm
- Forum: Rulesets and modpacks
- Topic: Terrain file edit error
- Replies: 9
- Views: 7905
Re: Terrain file edit error
I'll do that, and thank you, your help is much appreciated!Corbeau wrote:You got me curious. Can you attach the file here?
FYI: The actual original is a .ruleset but this forum won't allow me to attach a .ruleset file to a post.
- Tue Mar 24, 2015 4:58 pm
- Forum: Wishlist
- Topic: SLAVERS!!!
- Replies: 28
- Views: 26972
SLAVERS!!!
In Civilization Call to Power, there are these wonderful units called slavers that enable you to conduct slave raids, which lower the population of the raided city by one, and bring the nearest city a slave who works a tile for half the food of a normal citizen. They also can accompany military unit...
- Tue Mar 24, 2015 4:53 pm
- Forum: Rulesets and modpacks
- Topic: Terrain file edit error
- Replies: 9
- Views: 7905
Re: Terrain file edit error
What comes to mind are stupid things such as: what editor were you using, did you end up with paragraph breaks instead of line breaks (or vice versa), what format was the file saved in (maybe it looks like txt but is actually rtf or something...) Thank you for your thoughtful response. I was using ...
- Mon Mar 23, 2015 5:53 pm
- Forum: Rulesets and modpacks
- Topic: Terrain file edit error
- Replies: 9
- Views: 7905
Terrain file edit error
I'm trying to adjust movement points to make my ruleset more accurate for Cavalry and Armor, and so the only change I make to the terrain file is increasing movement cost for several terrain types to values as high as 4, 5 or 6. Freeciv ends up crashing when I try to run the ruleset. I replace with ...
- Sun Jun 08, 2014 11:13 pm
- Forum: Wishlist
- Topic: Longer Tech Tree
- Replies: 10
- Views: 11179
Re: Longer Tech Tree
Well I've been building the BIG ruleset, which already has a lot more late game functionality, several new government types (Ecotopia, Imperialism [think Hapsburgs, late British Empire or the Kaiser] and Theocracy so far, considering Fascism - if I do Fascism, it will be the only production-oriented...
- Sat May 24, 2014 8:54 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 2.6 rule set can do
- Replies: 142
- Views: 143036
Re: Changes in what a rule set can do
Should anyone think of a good reason to make it possible let me know and I'll move the [Can Establish Embassy] restriction to the rule set. Yes, you could have a form of government that prevents embassies from being established, or a city improvement that does this. Could closing embassies be added...
- Thu May 22, 2014 5:30 pm
- Forum: Rulesets and modpacks
- Topic: Need graphics help for BIG ruleset
- Replies: 0
- Views: 3337
Need graphics help for BIG ruleset
I intend on building a new ruleset for giant, long games with many (20 or more) players and huge maps in the near future. It will have the same essential rules as the default, but will have a much longer tech tree, new units, wonders and buildings (primarily in the late modern and futuristic directi...