Search found 155 matches
- 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...
- 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
River in civ1 is considered as a distinct terrain type. It can not be changed to something else.nef wrote: Can someone please confirm or deny that this riverine transform is/is not possible in Civ I.
- 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...
- 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 ...
- 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
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.cazfi wrote:In particular, was it possible to form an alliance where units of the two nations can coexist on the same tile?
- 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...
- 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.
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.
- 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.
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.
- 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...
- 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...