Search found 489 matches

by Ignatus
Mon Jul 05, 2021 5:52 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 107
Views: 68354

Re: Correct the rulesets civ1 and civ2

A thing CivII has: when it places a player's starting location, it runs some procedure to estimate its worth and tries to find the best one available. If this location is not good enough, the game compensates it gifting more starting techs. (So the last player placed usually starts as the most advan...
by Ignatus
Sun Jul 04, 2021 9:27 pm
Forum: Wishlist
Topic: Obligatory hard action requirements you want dropped
Replies: 9
Views: 3348

Re: Obligatory hard action requirements you want dropped

My first attempt was: action = "Attack" target_reqs = { "type", "name", "range", "present" "UnitState", "OnNativeTile", "Local", TRUE } But that means the target must be on a tile native to the target. I can't find a wa...
by Ignatus
Sun Jun 27, 2021 11:16 am
Forum: Wishlist
Topic: Automated precaution before invasions
Replies: 0
Views: 574

Automated precaution before invasions

Currently it's not so big deal since AI can't coordinate attacks. But if it will be improved (but still omniscient), for low difficulcies there should be a message like "[nation name/Unknown] rangers are spotted near [your city name]. Something is going to happen there..." (the last senten...
by Ignatus
Sun Jun 13, 2021 10:30 am
Forum: Single player
Topic: What's With the AI, It Should Have Crushed Me?
Replies: 5
Views: 1728

Re: What's With the AI, It Should Have Crushed Me?

The responses reminded me of another irritant. It seems that if you attempt to negotiate with an AI, they flat-out refuse. Of course it is possible that I am not offering them enough incentive to accept a cease-fire. You could track their attitude towards you in F3 pad. If they don't like you, thei...
by Ignatus
Sat Jun 12, 2021 7:09 pm
Forum: Single player
Topic: What's With the AI, It Should Have Crushed Me?
Replies: 5
Views: 1728

Re: What's With the AI, It Should Have Crushed Me?

Yes, there is some bug about AI and spaceship; something was done in the latest releases to make it desire space victory more and hate space race leader more, but actually it seems to me now is often even worse. Did you play against 1 AI nation? If there were several ones, they probably got into end...
by Ignatus
Mon May 24, 2021 7:36 pm
Forum: Help wanted
Topic: Wanted: Hard action requirements that could be made obligatory
Replies: 4
Views: 2830

Re: Wanted: Hard action requirements that could be made obligatory

cazfi wrote:Even when you prefer doing the update manually (for better formatted ruleset, preserving your comments etc), you may do parallel update with freeciv-ruleup, so you can check, for reference, how it updated certain part of the ruleset.

Two-column view ruleup *_*
by Ignatus
Mon May 24, 2021 7:18 pm
Forum: Wishlist
Topic: Unit requirements on Upkeep_Factor effect
Replies: 3
Views: 1037

Re: Unit requirements on Upkeep_Factor effect

The homecity requirement raises the issue concerning Civ I compliance for unhappy uk. (The unit must be IN the homecity to avoid the unhappy uk.) Well, we just don't have this CivI feature, wether we do have any reqs on Upkeep_Factor or not (this effect is not about happiness any way). Neither do w...
by Ignatus
Thu Apr 15, 2021 5:17 pm
Forum: Rulesets and modpacks
Topic: Happiness from Food surplus?
Replies: 1
Views: 940

Re: Happiness from Food surplus?

Sorry, not yet. There are patches in FreecivWeb and some versions not yet released to make it possible to stop being happy if the city has just starved.
by Ignatus
Wed Mar 31, 2021 8:01 am
Forum: Rulesets and modpacks
Topic: Clarification on "MaxUnitsOnTile", please?
Replies: 1
Views: 1086

Re: Clarification on "MaxUnitsOnTile", please?

Yes, it's possible. You also may set a negative movement bonus. (Just AI probably can't have an idea of this req)
by Ignatus
Fri Mar 26, 2021 4:09 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 123
Views: 60375

Re: Changes in what a 3.1 ruleset can do

This is used instead of "Defend_Bonus" effect if it gives better defense value. It's not cumulative with the effect. Actually, this nonzero bonus suppresses the effect in a city disregarding of is its value better or worse (except in an exotic case when either this bonus or defense percen...