Search found 548 matches

by sveinung
Fri Mar 27, 2015 3:48 pm
Forum: Rulesets and modpacks
Topic: Converting units - requirements?
Replies: 4
Views: 5228

Re: Converting units - requirements?

Caedo wrote:
sveinung wrote:It could be done for 3.0 by making the convert activity action enabler controlled. I suggest that you submit a feature request. That way it won't be forgotten.
Done.
We already had one. I should have checked before asking you to submit a feature request.
by sveinung
Fri Mar 27, 2015 3:29 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.0 ruleset can do
Replies: 136
Views: 134172

Re: Changes in what a 3.0 ruleset can do

TL; DR: Here be dragons. Don't expect this to do more than advertised. Expect it to have severe bugs that cause it to do something else than advertised. Example: bug #23423 Techs can now have the new research_reqs requirement vector. See patch #5944 The requirement vector research_reqs controls if ...
by sveinung
Fri Mar 27, 2015 1:53 am
Forum: Rulesets and modpacks
Topic: Converting units - requirements?
Replies: 4
Views: 5228

Re: Converting units - requirements?

So, I decied to start adding convertable units to my ruleset. The first one I did was that Settlers could be turned into a trireme class unit and back. Now, in order to not make ships available immediately, I had that boat require Seafaring. However, this only affected building the unit, not conver...
by sveinung
Mon Mar 23, 2015 1:05 am
Forum: Rulesets and modpacks
Topic: Changes in what a 2.6 rule set can do
Replies: 142
Views: 142857

Re: Changes in what a 2.6 rule set can do

What an action is called in the action selection dialog and what mnemonic it should have can now be set in the ruleset. See patch #4582 , patch #5615 , patch #5651 , patch #5717 , patch #5769 and bug #23127 The mnemonics of some actions had to change in 2.6 because a custom ruleset may enable them ...
by sveinung
Sun Mar 22, 2015 11:18 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.0 ruleset can do
Replies: 136
Views: 134172

Re: Changes in what a 3.0 ruleset can do

The Square Cow wrote:How does this intersect with the nocities terrain flag?
The rule that the NoCities terrain flag makes founding cities illegal is still hard coded. The patch was already to big. (It is harder to see bugs in a large patch) The NoCities terrain flag may be moved to the ruleset in the future.
by sveinung
Sun Mar 22, 2015 1:41 pm
Forum: Rulesets and modpacks
Topic: Changes in what a 3.0 ruleset can do
Replies: 136
Views: 134172

Re: Changes in what a 3.0 ruleset can do

Founding and joining cities is now controlled by the new action enablers "Found City" and "Join City". See patch #5606 This allows you to add additional restrictions on those actions. The only previously hard coded rules that have been moved to the ruleset is that city founders ...
by sveinung
Sun Mar 22, 2015 1:32 pm
Forum: Help wanted
Topic: [Introduction task] More feedback when no action can be done
Replies: 2
Views: 6658

Re: [Introduction task] More feedback when no action can be

sveinung wrote:
sveinung wrote:Bonus: give a message for the situations were it is required that the unit is transported or is on non native terrain.
Will do this my self unless someone has shown an interest in doing it by February.
Done.
by sveinung
Tue Mar 17, 2015 8:00 pm
Forum: Freeciv-web
Topic: The big Freeciv-web feedback and suggestions thread
Replies: 103
Views: 86957

Re: The big Freeciv-web feedback and suggestions thread

The first step in movement (/goto) handling changes would be getting patch #5729 activated in freeciv-web too. It's currently reverted from the server there as it would require changes freeciv-web specific parts of the server (patches that get applied to server on freeciv-web env). Sveinung? I star...
by sveinung
Sun Mar 15, 2015 4:36 pm
Forum: Freeciv-web
Topic: The big Freeciv-web feedback and suggestions thread
Replies: 103
Views: 86957

Re: Caravan Test game

Caravan test. Try loading this game, which is attached. See if you can figure out why the traderoutes aren't being established. Thank you for the savegame. Both cities you are trying to establish a trade route to already have 2 trade routes. That is currently max. You are one research point away fr...
by sveinung
Sun Mar 15, 2015 1:50 pm
Forum: Freeciv-web
Topic: The big Freeciv-web feedback and suggestions thread
Replies: 103
Views: 86957

Re: Traderoutes... more issues

I'm no expert on traderoutes, perhaps Sveinung can fill in the details. Search for "Max_Trade_Routes" in the effects.ruleset: https://github.com/freeciv/freeciv-web/blob/master/freeciv/data/fcweb/effects.ruleset You instructions are correct. Should I get 3 or 4 Traderoutes per city? I nee...