Search found 155 matches

by meynaf
Mon Feb 11, 2019 8:24 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 171570

Re: Correct the rulesets civ1 and civ2

In Civ I a fairly simple test to check (b) is to use republic or democracy, for (c) celebration under monarchy or communism. The criterion in both cases is: does a normal railroad tile produce 2 or 3 trade? (Normal = grassland|plains|desert.) From an old save game i can see it's 2 trade under democ...
by meynaf
Mon Jan 21, 2019 4:08 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 171570

Re: Correct the rulesets civ1 and civ2

nef wrote: Can someone please confirm or deny that this riverine transform is/is not possible in Civ I.
River in civ1 is considered as a distinct terrain type. It can not be changed to something else.
by meynaf
Wed Oct 17, 2018 4:21 pm
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 14263

Re: city setup destroyed when growing

Wait, so you get production from production-rich tiles, then something happens to redistribute tiles to more food-rich and THEN you get food? Yep. But it requires to reduce the population so obviously you can't do that every turn ;) Actually it's just a pain because it prevents reducing the food wh...
by meynaf
Wed Oct 17, 2018 8:19 am
Forum: General discussion
Topic: city setup destroyed when growing
Replies: 17
Views: 14263

Re: city setup destroyed when growing

Just found another problem linked to that. When a migrant is built, the city setup is redone. But, food got from cells is computed from the new setup, not from the old one ! This means worked cells used for production and worked cells used for food, are not the same in that turn... Reproducing that ...
by meynaf
Fri Sep 28, 2018 1:51 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 171570

Re: Correct the rulesets civ1 and civ2

cazfi wrote:In particular, was it possible to form an alliance where units of the two nations can coexist on the same tile?
Not at Civ1. Attempts to move a unit in same cell as another nation's unit is always interpreted as an attack and cancels treaties if confirmed.
by meynaf
Sat Aug 04, 2018 9:43 am
Forum: Multiplayer / Online gaming
Topic: Want to Help Create a Better AI?
Replies: 11
Views: 33837

Re: Want to Help Create a Better AI?

Their "register at" link appears to be broken...
by meynaf
Sat Apr 21, 2018 12:39 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 16972

Re: civ1 behavior

One more.

When a city is taken/destroyed in civ1, units depending on that city are removed.
In freeciv they are just given another home.

Again, the ruleset does not appear to be able to change this.
by meynaf
Thu Apr 19, 2018 6:40 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 16972

Re: civ1 behavior

Another difference.

When you unleash barbarians from a hut ; sometimes freeciv does not create barbs but just kills the unit. This is hardcoded in the unleash_barbarians function.
But it NEVER occurs in civ1.
by meynaf
Thu Apr 19, 2018 8:24 am
Forum: Single player
Topic: How to make food supplies routes?
Replies: 10
Views: 15846

Re: How to make food supplies routes?

Rapture growth actually makes the problem even worse : a large city with +1 food grows, gets +1 population, and is now at -1 food... I know, it's easy to handle, but nevertheless. Starving cities can also occur when enemies occupy the territory. So even if you can access to the city, you can just ob...
by meynaf
Thu Apr 19, 2018 8:12 am
Forum: Rulesets and modpacks
Topic: how to set human name and nation automatically
Replies: 3
Views: 4934

Re: how to set human name and nation automatically

Same problem for me. I wanted to edit the ".serv" for my ruleset to emit commands that would choose the player and nation. But i didn't find any server command able to do that : create just renames the first AI player, take says already taken, start has no parameter and does not allow choo...