Search found 644 matches

by Ignatus
Tue Nov 28, 2023 6:35 pm
Forum: Contribution
Topic: New features via Lua script
Replies: 26
Views: 37240

Re: New features via Lua script

Molo_Parko wrote: Sat Nov 25, 2023 9:14 pm AiTribesCityDefender Forces computer-controlled tribes to keep a unit in every city. If the only unit in a city moves out of the city, it is moved back into the city.
What about :movement_disallow() method?
by Ignatus
Mon Nov 27, 2023 8:37 pm
Forum: Single player
Topic: Shuttling units through sea is a hassle. Are there embarked units?
Replies: 6
Views: 8628

Re: Shuttling units through sea is a hassle. Are there embarked units?

There is "Convert" action that you can see for Leader unit in Webperimental ruleset that changes its type from land to sea or back, but it won't work if the unit is on tile inappropriate for its target type, or if it is in transport not suitable for the target tile. I.e., Leader can conver...
by Ignatus
Mon Nov 27, 2023 8:29 pm
Forum: Help wanted
Topic: Destroy a city by a script in 3.0?
Replies: 5
Views: 14987

Re: Destroy a city by a script in 3.0?

An excellent finding and masterpiece of hacking! Reallly, I have tried something like this when I needed but something was broken. The only consideration is that probably barbarians won't be properly unleashed before their onset turn.
by Ignatus
Mon Nov 06, 2023 11:44 pm
Forum: Contribution
Topic: OSDN bugs - how to life with that?
Replies: 9
Views: 23639

Re: OSDN bugs - how to life with that?

Maybe it's IP-dependent? I noticed heavy lags a short while ago, and now in my mobile CSS does not work there.
by Ignatus
Fri Oct 20, 2023 1:03 pm
Forum: Wishlist
Topic: Experience scaled to losses/regeneration
Replies: 0
Views: 26320

Experience scaled to losses/regeneration

An idea about how unit experience points would work, considering also non-lethal combat. Let's take into account that (a) when some soldiers of a unit die in battle, their knowledge is gone and (b) green recruits got as reinforcements on their place are not as experienced as soldiers that actually s...
by Ignatus
Mon Oct 16, 2023 10:32 am
Forum: Wishlist
Topic: Feature request: Teleport on out-of-fuel
Replies: 2
Views: 5960

Re: Feature request: Teleport on out-of-fuel

Out of fuel units currently try to go to closest fueling location automatically if they have movepoints for that at end of the turn . That's the idea of fuel - if you are out of it without an airstrip in reach, you crash; either you look out or get ready to an unpleasant surprize. To reduce surprize...
by Ignatus
Sun Oct 15, 2023 9:31 pm
Forum: Wishlist
Topic: Lua map generators
Replies: 4
Views: 5487

Re: Lua map generators

Why not go at it the other way around: run a stand-alone lua script (or any executable form) to read Fc3 settings, generate the map based on user choices, save map as scenario file, and then launch Freeciv to play the scenario. Cuz writing a new stangalone application requires extra doing something...
by Ignatus
Sun Oct 15, 2023 9:29 pm
Forum: Wishlist
Topic: Feature request: Unrefuelable units
Replies: 5
Views: 5297

Re: Feature request: Unrefuelable units

The custom script will not work for AI-players, because we do need a way to communicate the "use it or lose it" nature of the launched missile to the AI. If I recall it well, AI's management of missiles includes little transportation on their own. Or we can tell the script to spare poor s...
by Ignatus
Sun Oct 15, 2023 6:51 pm
Forum: Wishlist
Topic: Feature request: Unrefuelable units
Replies: 5
Views: 5297

Re: Feature request: Unrefuelable units

Not sure if you could implement this by the Retire unit effect (the mechanism that makes barbarian leaders to disappear) You can't since retirement does not work within 3 tiles from enemy units or cities. The "use it or lose it" design for launched missiles is a long problem still without...
by Ignatus
Sat Oct 14, 2023 11:28 am
Forum: Wishlist
Topic: Lua map generators
Replies: 4
Views: 5487

Re: Lua map generators

Doubling! Actually, you can just generate any map and then edit the terrain with a script, and then turn the save into a scenario, but that is not very comfortable. We could just run a script on "map_generated" signal, but some API for starting points is needed (well, we could also run on ...