Search found 121 matches

by bard
Sun Feb 23, 2014 11:01 am
Forum: Contribution
Topic: how to see debug messages?
Replies: 3
Views: 6538

Re: how to see debug messages?

I still don't know the answer to the previous question, I change the debug level in the file.c as a workaround... Another related question. I use ./fcser to launch the game from the source folder (after make, without make install). But savegames are created in the main freeciv folder (where fcser sc...
by bard
Wed Feb 12, 2014 12:14 am
Forum: Contribution
Topic: how to see debug messages?
Replies: 3
Views: 6538

how to see debug messages?

I have compiled the code from svn repository with debug enabled: ./autogen.sh --enable-debug make Now I can see the level 4 debug messages by launching the server this way: ./fcser --debug 4 How can I see only the specific log messages related to the file aihand.c, for example? I tryed this, but I s...
by bard
Sat Feb 08, 2014 9:36 pm
Forum: Wishlist
Topic: Techs lost due to tech upkeep
Replies: 4
Views: 6213

Re: Techs lost due to tech upkeep

I'm not sure about the best solution. It sounds good to get the lost tech's worth, but only until the balance is 0 again, as you said. EDITED: Thinking about it, it could lead to micromanagement: if a balance of -1 bulb at end of turn makes you lose one tech that cost 100 bulbs, and the balance is r...
by bard
Sat Feb 08, 2014 8:02 pm
Forum: Wishlist
Topic: Techs lost due to tech upkeep
Replies: 4
Views: 6213

Re: Techs lost due to tech upkeep

Would simply setting allowed shortage of bulbs to be 0% from the cost of currently researched tech suffice in the ruleset?, and isn't one tech / turn loss speed bad enough? I think it is not bad enough in most cases, and it would lead to counter intuitive strategies. Let's say we are playing with t...
by bard
Sat Feb 08, 2014 4:20 am
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 142
Views: 142994

Re: Changes in what a rule set can do

Is there any ruleset option to avoid losing techs that create a hole in the tech tree?, in the same way than those options for free techs due to trading or parasite effects. Is it possible in trunk to define a unit that can not enter in a river unless it is roaded? I know the road system has been re...
by bard
Sat Feb 08, 2014 4:03 am
Forum: Wishlist
Topic: Techs lost due to tech upkeep
Replies: 4
Views: 6213

Techs lost due to tech upkeep

In v2.5, when tech upkeep and tech loss are enabled, it is possible to lose a random tech when the reserve of science bulbs are negative. However, the number of negative bulbs needed to cause the loss of a tech depends on the cost of the tech being researched, instead of the tech being lost. I see t...
by bard
Mon Dec 02, 2013 7:11 am
Forum: Rulesets and modpacks
Topic: Earth scenario and civ2civ3 ruleset
Replies: 22
Views: 39062

Re: Earth scenario and civ2civ3 ruleset

Updated first post with new version of the ruleset for freeciv 2.3 and 2.4
by bard
Sat Nov 16, 2013 10:56 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 142
Views: 142994

Re: Changes in what a rule set can do

Thank you for the info in this topic. One question about the new requirement MaxUnitsOnTile. Does it takes into account enemy units? I can't compile v2.6 right now, and I'm curious to know if it will be possible to create a rule that gives a bonus to defense to a unit if there are friendly units adj...
by bard
Sun Sep 08, 2013 9:33 am
Forum: Rulesets and modpacks
Topic: Variant2
Replies: 2
Views: 6102

Re: Variant2

I can't find it. Not in your webpage nor in the gna repository.
I'd like to download it if already available, please tell me where.
by bard
Mon Jun 24, 2013 4:29 pm
Forum: Rulesets and modpacks
Topic: Earth scenario and civ2civ3 ruleset
Replies: 22
Views: 39062

Re: Earth scenario and civ2civ3 ruleset

This version is already available with modpack-tool (included in freeciv). Thanks to cazfi. In my latest game I used the Military server setting named "Chance of moving into tile after attack" = 100%, so the attacking unit always move to the attacked tile. This way the battle is more simil...