Search found 362 matches
- 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...
- 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?
- 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...
- 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.
- 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!
- 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...
- 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...
- 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.
- Wed Jan 15, 2020 10:41 pm
- Forum: Rulesets and modpacks
- Topic: Weird bombardment behaviour
- Replies: 9
- Views: 6210
Re: Weird bombardment behaviour
It doesn't say, but it work as above. Just check your cannon vs ship.Corbeau wrote:Why? Does it say in the ruleset that NonNative attack is regular, and not bombardment??
- 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 ...