Search found 362 matches

by Wahazar
Mon Jul 27, 2020 4:02 pm
Forum: Art and tilesets
Topic: gfx for scientist needed
Replies: 6
Views: 8346

gfx for scientist needed

While science trade is overpowered in case of multiplayer game, disabling it and using only diplomats/spies for tech exchange is annoying and exaggerated the other way. I need some artist help to create Scientist unit - which allow to 'steal' science, but only from allied/peace nation. Also his pred...
by Wahazar
Wed Jul 15, 2020 7:41 pm
Forum: Tech support
Topic: non-native attack failed
Replies: 6
Views: 4639

Re: non-native attack failed

Another issue (maybe related) is that it is not possible to use goto to attack unit on non-native tile.
by Wahazar
Wed Jul 15, 2020 11:56 am
Forum: Tech support
Topic: non-native attack failed
Replies: 6
Views: 4639

Re: non-native attack failed

Likely, the client tries to board the ememy instead of attacking it. This is strange, control.c code calls request_transport() only if the destination move tile has unlivable terrain. What client do you use? Both Qt and Gtk has this effect. Yes, attacking unit (turret) have no livelable terrain at ...
by Wahazar
Tue Jul 14, 2020 11:17 am
Forum: Tech support
Topic: non-native attack failed
Replies: 6
Views: 4639

non-native attack failed

I have ruleset with unit class, which has "AttackNonNative", "AttFromNonNative" flags (freeciv 2.6). This unit can be transported, but sometimes attack from transport board doesn't work, there is following message in console instead: 1: in request_transport() [transportdlg.c::104...
by Wahazar
Thu Jul 02, 2020 3:20 pm
Forum: Wishlist
Topic: Bouncing units and alliance break
Replies: 5
Views: 4071

Re: Bouncing units and alliance break

After some discussion on discord, conclusion is that disbanding all units from conflicting stack is the most elegant and simple method of handling such problem, because: teleporting units to nearest city/capital creates another exploit leaving stack as is - you can't break alliance with bad guy effe...
by Wahazar
Tue Jun 30, 2020 5:40 pm
Forum: Wishlist
Topic: Bouncing units and alliance break
Replies: 5
Views: 4071

Re: Bouncing units and alliance break

Ignatus wrote: Maybe bouncing is not a good solution at all - just let's leave wrong stacks as they are, just block the units from any action except leaving their position for a right one.
It would be optimal, but I'm not sure if some assertions will strike back?
by Wahazar
Tue Jun 30, 2020 8:56 am
Forum: Wishlist
Topic: Bouncing units and alliance break
Replies: 5
Views: 4071

Re: Bouncing units and alliance break

Correction to above fix: deducting all mp is too harsh and also doesn't resolve all issues (bounce exploit can be still used to move units with 0 moves left). 1 mp should be used, if unit have some mp left, if there is no moves left, unit is killed - bad luck. So instead of unit_move(punit, ptile, 0...
by Wahazar
Tue Jun 30, 2020 12:44 am
Forum: Wishlist
Topic: Bouncing units and alliance break
Replies: 5
Views: 4071

Bouncing units and alliance break

I'm trying to understand, how stack conflicts are resolved in case of unit being transported on allied ships, while alliance was broken. There are two functions (freeciv 2.6) in server/unittools.c: throw_units_from_illegal_cities and resolve_stack_conflicts . First function is using unit_transport_u...
by Wahazar
Sat Jun 13, 2020 8:31 pm
Forum: Wishlist
Topic: occupychance vs 1 mp
Replies: 3
Views: 3117

Re: occupychance vs 1 mp

Could you describe in detail exactly what happens today and exactly what you want to change it to? Actually if occupychance = 100, any unit proceed forward after attack, no matter it has 1 or more mp, and no matter if has OneAttack flag or not. I expected that OneAttack would drain all MP thus unit...
by Wahazar
Fri Jun 12, 2020 2:36 pm
Forum: Wishlist
Topic: occupychance vs 1 mp
Replies: 3
Views: 3117

occupychance vs 1 mp

With occupychance 100, winning unit will always enter purged tile. What bug me out is, that there is no way to custom it - either unit with MP 1, or unit with OneAttack flag, will proceed. It is not logical - if attack is consuming 1 MP, unit should not be able to move forward aftermath? Is there an...