Search found 662 matches

by Ignatus
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...
by Ignatus
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...
by Ignatus
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...
by Ignatus
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...
by Ignatus
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.
by Ignatus
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, ...
by Ignatus
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...
by Ignatus
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...
by Ignatus
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...
by Ignatus
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...