Search found 324 matches

by nef
Sun Mar 20, 2022 10:54 am
Forum: Gameplay
Topic: How do you disable pollution?
Replies: 8
Views: 17235

Re: How do you disable pollution?

GTK 3.22 This is actually a server (ruleset) issue, not a client. The easiest way that I can think of is to change game.ruleset section [civstyle] field base_pollution to some large NEGATIVE number e.g. -100. Server options can be used to avoid the global consequences but not the pollution on a tile.
by nef
Tue Mar 15, 2022 12:53 am
Forum: Rulesets and modpacks
Topic: what can cause a lack of starting positions?
Replies: 10
Views: 3669

Re: what can cause a lack of starting positions?

I didn't look closely, but just noticed that the start position selection code looks at resources. Currently I assume it to be just count of resources within the city radius, i.e., it doesn't really look in to what the resource provides (if anything) I was actually hoping that this may be the case ...
by nef
Tue Mar 15, 2022 12:06 am
Forum: Rulesets and modpacks
Topic: what can cause a lack of starting positions?
Replies: 10
Views: 3669

Re: what can cause a lack of starting positions?

This might be because your ruleset has no resources for those terrains -> no resources get generated -> no place on map is good enough to be starting position. What is the criteria for these resources? As you may recall I have removed 'shield' as a resource on grassland and replaced it with an extr...
by nef
Tue Feb 22, 2022 1:58 am
Forum: General discussion
Topic: autosaves setting question
Replies: 16
Views: 13281

Re: autosaves setting question

nef wrote:I will try animals during the week.
Does not appear to have a problem. Maybe it got tangled up with other problems.
by nef
Mon Feb 14, 2022 11:23 am
Forum: General discussion
Topic: shared vision in 3.0.0
Replies: 4
Views: 1807

Re: shared vision in 3.0.0

You see everything that Brazilians see, and Babylonians see all that you see, so: yes. And if they don't have an alliance they get a bit uppity about sharing vision without their permission. Typically they will be on their way to an alliance so all you have to do is wait a few turns. In my experien...
by nef
Mon Feb 14, 2022 11:11 am
Forum: General discussion
Topic: autosaves setting question
Replies: 16
Views: 13281

Re: autosaves setting question

I have not noticed any issues with aifill but it is a special case being on the first page after 'Start New Game" (i.e. NOT in the server options dialog). Changing the option on that page automatically does an 'apply'. As for save I will check. I will try animals during the week. The reason I a...
by nef
Mon Feb 07, 2022 11:39 pm
Forum: Contribution
Topic: Proposed feature: Speak of "supplies" (not "fuel") in a "Coast" unit loss message
Replies: 11
Views: 4046

Re: Proposed feature: Speak of "supplies" (not "fuel") in a "Coast" unit loss message

Opened a new ticket about moving the message to default.lua in development branches -> osdn #43341 . Thinking it would be trivial, I started implementing it, but then gave up when the need to create a tile link for the message came up. Was there anything ever to this? The narrative changed to 'feat...
by nef
Mon Feb 07, 2022 9:54 pm
Forum: General discussion
Topic: autosaves setting question
Replies: 16
Views: 13281

Re: autosaves setting question

Can you give some examples?
by nef
Mon Jan 31, 2022 8:22 pm
Forum: Wishlist
Topic: things i'd like to be implemented
Replies: 21
Views: 8015

Re: things i'd like to be implemented

is pretty difficult to code Sid managed to do it in 640k. But to be fair he had only one ruleset to consider. are you ready to do it? If I can write agents and advisors in Lua. The point being that one can customise the code for different rulesets. (The very reason for scripting.) We could start by...
by nef
Mon Jan 31, 2022 7:08 pm
Forum: Wishlist
Topic: Modify "techlevel" server command
Replies: 3
Views: 1708

Re: Modify "techlevel" server command

> lua cmd edit.give_tech(find.player(0), nil, 0, true, 'Start tech') There is an oversight in this tolua function: there is no "nocost" option. "freecost" is not free if tech_cost_style = "Civ I|II". the reason being that future research will cost more. This spoils the...