Search found 439 matches
- Tue Jul 29, 2014 8:15 am
- Forum: Wishlist
- Topic: Another Wishlist
- Replies: 37
- Views: 37171
Re: Another Wishlist
27) effect range "TradeCity" for requirement types Building, Special, Base, Road, Terrain, Resource, TerrainClass, TerrainFlag. -Trade city would include the range "City" of both the city in question and all of its (direct) trading partners. The requirement range "Traderout...
- Mon Jul 28, 2014 3:54 pm
- Forum: Tech support
- Topic: freeciv-web: Wonders Become Unavailable
- Replies: 10
- Views: 9577
Re: freeciv-web: Wonders Become Unavailable
This post has another observation.
- Sun Jul 27, 2014 2:34 pm
- Forum: Tech support
- Topic: freeciv-web: Wonders Become Unavailable
- Replies: 10
- Views: 9577
Re: freeciv-web: Wonders Become Unavailable
From the very similar report on freeciv-dev recently, it sounds very much like building obsolete wonders is spuriously being allowed just after the web client is started, but not afterwards.
- Mon Jul 21, 2014 8:23 am
- Forum: Announcements
- Topic: Beta release 2.5.0-beta1
- Replies: 1
- Views: 4973
Re: Beta release 2.5.0-beta1
The Windows builds are now up; thanks to Christian as usual.
- Sat Jul 19, 2014 5:34 pm
- Forum: Announcements
- Topic: Beta release 2.5.0-beta1
- Replies: 1
- Views: 4973
Beta release 2.5.0-beta1
The first beta for the next major version of Freeciv, 2.5.0-beta1, has just been released. 2.5.x includes a version of bard 's civ2civ3 ruleset as standard, and some AI improvements; apart from that there are relatively few changes for players, although there is a a lot of extra flexibility for auth...
- Mon Jul 14, 2014 11:25 pm
- Forum: Contribution
- Topic: Contributing a Soundtrack
- Replies: 50
- Views: 50991
Re: Contributing a Soundtrack
I think that it is a bit confusing that you activate combat mood and combat music if you haven't even fought any troops yet with the new civilization you just found (sometimes you don't even have any of their towns on your map). I don't know how hard it is to trigger the war mood when there is the ...
- Sun Jul 13, 2014 9:52 am
- Forum: Art and tilesets
- Topic: Art required for freeciv proper (2.5)
- Replies: 108
- Views: 268147
Re: Art required for freeciv proper
We don't seem to have mentioned here that we're missing Cimpletoon graphics for civ2civ3 Migrants for 2.5 (bug #20029).
- Fri Jul 11, 2014 6:46 pm
- Forum: Tech support
- Topic: [SOLVED][FREECIV-SERVER] - Command line access
- Replies: 4
- Views: 4782
Re: [FREECIV-SERVER] - Command line access
You can send commands to the server via the chatline -- any line prefixed with a slash is a server command. E.g., "/read civ2civ3" or "/start". (Of course your client must have appropriate privileges to execute any command.)
- Tue Jul 08, 2014 8:23 am
- Forum: Single player
- Topic: IA not team but allies problem
- Replies: 2
- Views: 4082
Re: IA not team but allies problem
I allied with an AI, but I do not do anything and I put war, but if you're on my team, I get thrilled .... I do not understand ... that I would be free to choose an ally "during" the game , not before the game .... how do I keep him as a friend until we win together? An alliance is a temp...
- Sat Jul 05, 2014 1:25 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 2.6 rule set can do
- Replies: 142
- Views: 143240
Re: Changes in what a rule set can do
This is now possible: patch #4789.bard wrote: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.