Search found 644 matches

by Ignatus
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...
by Ignatus
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...
by Ignatus
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...
by Ignatus
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...
by Ignatus
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?).
by Ignatus
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.
by Ignatus
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.
by Ignatus
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...
by Ignatus
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.
by Ignatus
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...