Search found 644 matches
- Sun Oct 30, 2022 9:58 pm
- Forum: Rulesets and modpacks
- Topic: How to mod the game to include unit limits?
- Replies: 13
- Views: 11613
Re: How to mod the game to include unit limits?
I think, the limitation should be in a form "X units per city" (like CivII Caravan, but for it specifically we'd better use unique goods system) or "Y cities per unit" (like CivIII Army). And for just AI doing sane things, I think, before processing cities loop there should be so...
- Sun Oct 23, 2022 10:59 pm
- Forum: Contribution
- Topic: A function for speculative calculation of things
- Replies: 0
- Views: 8677
A function for speculative calculation of things
There are functions effect_value_min() and _max() in effects.c that calculate how big or small value of an effect can potentially be in given conditions. The problems with them are They calculate effects with incompatible requirements (e.g. you can't have both Barracks and Barracks II); The basis of...
- Sat Oct 22, 2022 6:58 pm
- Forum: Rulesets and modpacks
- Topic: How to implement defense bonus agains barbarian units?
- Replies: 2
- Views: 5987
Re: How to implement defense bonus agains barbarian units?
NationGroup checks the defender, not the attacker and I didn't find any unit related type that might include the nation. Nay, "Defend_Bonus" effect player requirements are all about attacker. So, "NationGroup", "Barbarian", "Player" would work. Just in Civ2 t...
- Tue Oct 18, 2022 10:53 am
- Forum: Contribution
- Topic: For comment: proposed changes in how caravan science bonus behaves
- Replies: 3
- Views: 6754
Re: For comment: proposed changes in how caravan science bonus behaves
[Little of this is compatible with Civ I; both current and proposed. In Civ I you lose all tech points when you: change tech (even if you change back in the turn). complete research on a tech (that is the excess is lost), but this is not quite as bad as it sounds because as soon as a tech completes...
- Thu Oct 13, 2022 4:56 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 183361
Re: Correct the rulesets civ1 and civ2
As noticed here, switching production to Palace when you don't have one in any city removes the waste completely in CivII (likely, we don't have production target in valid Output_Waste_Pct requirements yet?).
- Sat Oct 08, 2022 5:40 pm
- Forum: Polls
- Topic: Square or hex topology?
- Replies: 1
- Views: 5733
Re: Square or hex topology?
Actually, not much difference. Hex is more aestetically good and natural while square (with diagonal=1) is a bit simpler. Just I have never played with human players on hex.
- Wed Oct 05, 2022 9:48 am
- Forum: Wishlist
- Topic: Requirements for Civilization III Ruleset
- Replies: 15
- Views: 19555
Re: Requirements for Civilization III Ruleset
A small note about CivIII resources: while some of them may disappear while in use, actually they don't disappear completely but relocate to random appropriate tile, i.e., number of resources on the map is constant.
- Sun Oct 02, 2022 8:49 pm
- Forum: Single player
- Topic: Technology: how do I keep up with AI?
- Replies: 22
- Views: 88138
Re: Technology: how do I keep up with AI?
No one answers. How many settlers has AI in the beginning at the normal difficulty and the classic rule set? AI has the same units as you (2 settlers by default in Classic, if I remember right). In Freeciv, all difficulcy levels below "Cheating" differ only in the probability to make more...
- Wed Sep 28, 2022 4:56 pm
- Forum: Gameplay
- Topic: Can a landlocked civilization send land units to another continent?
- Replies: 12
- Views: 12105
Re: Can a landlocked civilization send land units to another continent?
Well, if you are playing SPECIALLY for the goal "build a transcontinental empire with no single port"... AI allies pretty much like to jump into your boats, you can do the same to them if you plan smartly.
- Tue Sep 27, 2022 10:05 pm
- Forum: Contribution
- Topic: For comment: proposed changes in how caravan science bonus behaves
- Replies: 3
- Views: 6754
For comment: proposed changes in how caravan science bonus behaves
Cazfi at https://osdn.net/projects/freeciv/ticket/45685 suggested that this topic should be offered for comments. Subject: by design, if you switch a technology from previously worked on one, its shields are penalized according to techpenalty option. During the turn, you can switch back to that prev...