Search found 512 matches

by Alien Valkyrie
Sun Sep 16, 2018 9:29 pm
Forum: Single player
Topic: I CANT BEAT AI
Replies: 5
Views: 9428

Re: I CANT BEAT AI

Did you try playing the Tutorial scenario?
by Alien Valkyrie
Fri Sep 14, 2018 12:41 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 10442

Re: Troubleshooting the ruleset

By shortest path I assume you mean diagonally? Hm, here is another faraway city, dx=9, dy=10. Temple present, "Output_Waste_Pct" = 15. End result: trade 11 (+5), so corruption: 6. But it has a -15% corruption builsing and with so many steps and rounding ups/downs, I don't even want to try...
by Alien Valkyrie
Fri Sep 14, 2018 12:38 pm
Forum: Wishlist
Topic: Better Waste and Corruption explanation
Replies: 0
Views: 4411

Better Waste and Corruption explanation

Due to some confusion over how corruption is calculated in this thread , I believe it would be useful to Add a page describing how output waste works to the Economy section of the help browser Change the "Corruption" and "Waste" entries in the city info box to display the actual ...
by Alien Valkyrie
Fri Sep 14, 2018 12:19 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 10442

Re: Troubleshooting the ruleset

Well, if you punch those numbers into a caclulator without rounding, you get a base corruption of 25 + 9*4 = 61. Deduce 15% of that and you get 61 * 85% = 51.85. Applying that to 11 trade, you'd get 11 * (100 - 51.85)% = 11 * 48.15% = 5.2965 trade left. If we'd rounded before, we'd have gotten 11 * ...
by Alien Valkyrie
Thu Sep 13, 2018 6:50 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 10442

Re: Troubleshooting the ruleset

Are you sure the waste by distance calculation uses pythagorean distance? If we use shortest path, that's only 18, which would lead to a corruption of 97 (which is in percent, according to README.effects). 14 * 97% yields 13.58, which (I would assume) is truncated to 13. I would like to mention, tho...
by Alien Valkyrie
Mon Sep 10, 2018 8:56 am
Forum: Rulesets and modpacks
Topic: More flexible government requirement for units
Replies: 3
Views: 3455

Re: More flexible government requirement for units

No, not currently. In Freeciv 3.1, there will be a voodoo method using lua script, but until then, you're out of luck.
by Alien Valkyrie
Mon Sep 10, 2018 8:45 am
Forum: Rulesets and modpacks
Topic: "UnitClass" requirement working with "Veteran-Build" effect?
Replies: 3
Views: 3400

Re: "UnitClass" requirement working with "Veteran-Build" effect?

Veteran_Build has always worked with UnitClass requirements; otherwise the whole idea of having separate barracks, port facility and airport would've never worked. To be honest, I wouldn't look at the wiki for things like that (that page is outdated anyways), but instead look at README.effects, and ...
by Alien Valkyrie
Wed Aug 29, 2018 10:09 am
Forum: Tech support
Topic: negative word overflow
Replies: 1
Views: 2466

Re: negative word overflow

You could start the server with verbose logging, i.e. "freeciv-server -d 3", and then, when the error occurs, look at what came before (presumably attempting to send something to the client).
by Alien Valkyrie
Mon Aug 27, 2018 5:04 pm
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 9281

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

Also, I believe the "negated" (and then "present") aren't supposed to be something additional, but a way to generalize and abstract the requirements system, which makes both it and anything dealing with it (such as AI) clearer and less error-prone. I think it is clear enough tha...
by Alien Valkyrie
Wed Aug 22, 2018 6:35 am
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 9281

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

Adding more complex effect requirement formulae probably wouldn't affect computation time too much, but it would make it significantly harder for AI to understand them. Also, I believe the "negated" (and then "present") aren't supposed to be something additional, but a way to gen...