Search found 662 matches
- Fri Apr 11, 2025 6:38 pm
- Forum: Wishlist
- Topic: Big and small rivers
- Replies: 8
- Views: 32033
Re: Big and small rivers
Interesting idea though not one in priority to appear. Currently, it's possible to make a ruleset with different rivers as you can see in Alien World, but they don't connect to each other like big and small rivers normally should. There should be some tweak that we first generate big rivers and then...
- Thu Apr 10, 2025 5:08 pm
- Forum: General discussion
- Topic: Is FreeCIV worth playing if I already have all the official CIV games?
- Replies: 1
- Views: 7629
Re: Is FreeCIV worth playing if I already have all the official CIV games?
Hi! In few words, Freeciv is a remake of CivI/II that is mainly targeted to net multiplayer. As this, it worth trying! In other aspects, its value is often questionable. If you want cool 3d graphics, you are probaly in a wrong place to find them (though in FreecivWeb there were some experiments with...
- Thu Jan 02, 2025 3:34 pm
- Forum: Wishlist
- Topic: Action Enablers use actor specific variables.
- Replies: 1
- Views: 46121
Re: Action Enablers use actor specific variables.
There are several requests for "Action_Range" effect throughout the forum, probably it will ever appear. For effects, logically, some extension of the multipliers mechanism can be developed, including using like ones some unit or unit type associated counters, but actually just existing re...
- Mon Dec 30, 2024 3:21 pm
- Forum: Rulesets and modpacks
- Topic: Checking if an resource is available on any road connected city
- Replies: 3
- Views: 12245
Re: Checking if an resource is available on any road connected city
Currently, it is not available as a normal game feature; I have tried to work on it but I am currently mostly out of the project. Well, you will need to write in Lua some pathfinder to detect what city is connected to what, there are such algorithms on the web. Then you can place some special extras...
- Mon Jul 22, 2024 5:58 am
- Forum: Wishlist
- Topic: OR condition for requirement vectors (was possible with nreqs, but not any more)
- Replies: 7
- Views: 29388
Re: OR condition for requirement vectors (was possible with nreqs, but not any more)
Yes. I too once wanted to make OR reqs but looked into the code and understood it won't work.
- Sun Jul 21, 2024 12:24 pm
- Forum: Wishlist
- Topic: OR condition for requirement vectors (was possible with nreqs, but not any more)
- Replies: 7
- Views: 29388
Re: OR condition for requirement vectors (was possible with nreqs, but not any more)
nreqs = {"type", "name", "range", "present" "Terrain", "Tundra", "Local", FALSE "Terrain", "Forest", "Local", FALSE } Won't work. On Forest, the 1st nreq fires, on Tundra, the 2nd. To get ORed reqs, ...
- Sat Jul 20, 2024 9:50 pm
- Forum: Wishlist
- Topic: OR condition for requirement vectors (was possible with nreqs, but not any more)
- Replies: 7
- Views: 29388
Re: OR condition for requirement vectors (was possible with nreqs, but not any more)
It was theoretically NOT possible with nreqs to make an OR-vector sich that you can't achieve an equivalent effect in reqs I don't understand what this sentence means. Also, I'm not sure what exactly <=> means. a OR b OR c is equal to NOT ( NOT a AND NOT b AND NOT c) I mean that you have lost actua...
- Sat Jul 20, 2024 6:33 pm
- Forum: Wishlist
- Topic: OR condition for requirement vectors (was possible with nreqs, but not any more)
- Replies: 7
- Views: 29388
Re: OR condition for requirement vectors (was possible with nreqs, but not any more)
It was theoretically NOT possible with nreqs to make an OR-vector sich that you can't achieve an equivalent effect in reqs (provided that you don't bump into vector length limit): !(a || b || c) <=> !a && !b && !c If I recall it right, nreqs are innerly stored in reqs since the versi...
- Fri Feb 09, 2024 5:48 am
- Forum: Rulesets and modpacks
- Topic: How to define a non-base buildable extra?
- Replies: 6
- Views: 13643
Re: How to define a non-base buildable extra?
Same for bases. I assume one is for fort and the other for airbase? Again, I need a new one, not overwrite the existing one. Likely, you should in [base_resort] write gui_type = "Other", that detatches your base from standard keys and menu items labels for which defined in [extraui] secti...
- Mon Jan 29, 2024 9:55 am
- Forum: Gameplay
- Topic: How do you disable pollution?
- Replies: 8
- Views: 46170
Re: How do you disable pollution?
https://freeciv.fandom.com/wiki/Cities#Pollution Your cities produce some (effects controlled) amount of pollution points proportionally to its population and its production per turn. This anount contributes to the probability that a pollution extra appears in one of the city tiles. But base_pollut...