Search found 512 matches
- 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?
- 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...
- 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 ...
- 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 * ...
- 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...
- 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.
- 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 ...
- 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).
- 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...
- 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...