Search found 362 matches

by Wahazar
Sun Feb 09, 2020 1:43 pm
Forum: Help wanted
Topic: How to properly code coast-like tiles
Replies: 2
Views: 9797

How to properly code coast-like tiles

I would like to implement Mangrove tiles in hex topology, which should work like coast ocean tiles trees standing on ocean blend, sand beach along nearby land, not around trees). I literally copied hexemplio water*.spec files and changed coast to mangrove: gfx = "hexemplio/water1" ... 2, 0...
by Wahazar
Thu Feb 06, 2020 2:29 pm
Forum: Wishlist
Topic: home city for homeless when killunhomed>0
Replies: 7
Views: 6579

Re: home city for homeless when killunhomed>0

By the way, this patch (for 2.6) doesn't work - seems it is hardcoded also elsewhere - gui client?
by Wahazar
Tue Feb 04, 2020 12:16 am
Forum: Wishlist
Topic: home city for homeless when killunhomed>0
Replies: 7
Views: 6579

home city for homeless when killunhomed>0

Currently you can't set home city for homeless unit - it usually make sense, to avoid accidentally making upkeep of free units, but is completely counterproductive, if killunhomed option is set. In such case units others than settlers are dying after at least 10 turns and you can't do anything (besi...
by Wahazar
Sat Feb 01, 2020 12:17 pm
Forum: Rulesets and modpacks
Topic: [2.6] Augmented ruleset modpack
Replies: 159
Views: 256964

Re: [2.6] Augmented ruleset modpack

I updated wiki up to the latest 2.6.lt15 longturn branch of this modpack. Single player version (with 1x movement) is deprecated.
by Wahazar
Mon Jan 27, 2020 3:02 pm
Forum: Help wanted
Topic: freeciv-score.log
Replies: 3
Views: 11385

Re: freeciv-score.log

Works, thanks a lot!
Image
by Wahazar
Fri Jan 24, 2020 2:16 pm
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset - WORK IN PROGRESS
Replies: 50
Views: 336799

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

How about this: Supermarket is NOT NEEDED to use farmland, they can be created as soon as the appropriate tech is available.Instead, Supermarket serves as an additional granary, saving additional, I don't know, 20% of food when the city grows? Such thing is already implemented in augmented2 ruleset...
by Wahazar
Fri Jan 24, 2020 10:46 am
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset - WORK IN PROGRESS
Replies: 50
Views: 336799

Re: "Simulation" ruleset, v2.x - WORK IN PROGRESS

However, even with unique migrants, if you want to disband a city in a hurry, you can always use Settlers. 2 pop cost would be welcome here (while Tribe only 1). Another problem (with disbanding cities) is a large automatic granary. What do you mean? 50% defense bonus isn't hardcoded. The only thin...
by Wahazar
Thu Jan 16, 2020 2:26 pm
Forum: Rulesets and modpacks
Topic: Multi-shot Diplomats/Explorers in civ2civ3 considered harmful
Replies: 8
Views: 8261

Re: Multi-shot Diplomats/Explorers in civ2civ3 considered harmful

You are right, early diplo units multi-shots doesn't mix well with embassy tech leakage.
by Wahazar
Wed Jan 15, 2020 10:41 pm
Forum: Rulesets and modpacks
Topic: Weird bombardment behaviour
Replies: 9
Views: 6210

Re: Weird bombardment behaviour

Corbeau wrote:Why? Does it say in the ruleset that NonNative attack is regular, and not bombardment??
It doesn't say, but it work as above. Just check your cannon vs ship.
by Wahazar
Wed Jan 15, 2020 3:38 pm
Forum: Rulesets and modpacks
Topic: Weird bombardment behaviour
Replies: 9
Views: 6210

Re: Weird bombardment behaviour

Bombarder flag works only on land. So if I give "Bombarder" flag to ships, they will still be attacking each other normally while at sea? Yes, it is a freeciv feature. Same with artillery with AttackNonNative+bombarder flag - it is bombarding objects on land, but directly attacking ships ...