ngunjaca is right, shields and food should appear drawn in the city tile. Now I see that default rules are full of this kind of effects.
Try to check that "Tools" is the actual name of the tech in your techs.ruleset:
name = _("Tools")
Search found 121 matches
- Tue Nov 25, 2014 4:12 pm
- Forum: Rulesets and modpacks
- Topic: Effect: Output_Add_Tile - need help
- Replies: 3
- Views: 4621
- Mon Nov 24, 2014 8:47 pm
- Forum: Rulesets and modpacks
- Topic: Effect: Output_Add_Tile - need help
- Replies: 3
- Views: 4621
Re: Effect: Output_Add_Tile - need help
I think your code is right, because I use a similar effect in my ruleset. In my case, the bonus is to luxury and science, but they do not appear painted in the city view, there are no extra icons drawn on the city tile, they are only taken into account in the text info. Maybe it happens the same whe...
- Sun Nov 23, 2014 6:26 pm
- Forum: Art and tilesets
- Topic: Re: Art required for freeciv proper(forts feedback)
- Replies: 2
- Views: 6246
Re: Art required for freeciv proper(forts feedback)
I'm liking most of them in game. My impressions after some tests (by manually pasting them to amplio2): - I'm liking how the short wall looks in all terrains (5). - When I test walls with towers both in front and back (8), it looks odd, I do not like it. - I like the standard wall with no towers (6)...
- Sun Oct 05, 2014 8:43 pm
- Forum: Rulesets and modpacks
- Topic: Why is "no killstack" bad?
- Replies: 18
- Views: 21989
Re: Why is "no killstack" bad?
In my opinion, if you enable this option, then it is no longer important the way you move your troops in the board. You just need to pile them all in the best defensive terrain, and advance this way until you reach a hill or mountain next to the enemy city. I think it would make it harder to defend ...
- Sun Oct 05, 2014 8:21 pm
- Forum: Art and tilesets
- Topic: Re: Art required for freeciv proper(forts feedback)
- Replies: 2
- Views: 6246
Re: Art required for freeciv proper(forts feedback)
Nice ones, I'll try to test them in game.
- Mon Jul 21, 2014 6:11 am
- Forum: Rulesets and modpacks
- Topic: Earth scenario and civ2civ3 ruleset
- Replies: 22
- Views: 39027
Re: Earth scenario and civ2civ3 ruleset
My point is, that if engineers are allowed to transform swamps to plains, and you play with those rules in an earth map, then all swamps are going to dissapear before you reach the end of the tech tree, because plains are much better terrains than swamps, and it is a must to transform them, and even...
- Sun Jul 20, 2014 3:20 pm
- Forum: Rulesets and modpacks
- Topic: Earth scenario and civ2civ3 ruleset
- Replies: 22
- Views: 39027
Re: Earth scenario and civ2civ3 ruleset
Code structure in freeciv-2.6, with gen-extras, is such that adding new "extra removal types" to the code (not controlled by the ruleset, though) relatively easy. While you already could do tricks in the ruleset like "road can be cleaned away as pollution", my plan all along has...
- Sun Jul 13, 2014 11:29 pm
- Forum: Rulesets and modpacks
- Topic: Earth scenario and civ2civ3 ruleset
- Replies: 22
- Views: 39027
Re: Earth scenario and civ2civ3 ruleset
Thank you for the comments. 1- Tundras in this ruleset are equal to civ3: they gain one extra shield when mined, and one extra trade when roaded. In real world, tundras are not very suitable for farming, and I find important in earth based scenarios that such terrains do not produce much food, else ...
- Tue Apr 15, 2014 11:27 pm
- Forum: Rulesets and modpacks
- Topic: Earth scenario and civ2civ3 ruleset
- Replies: 22
- Views: 39027
Re: Earth scenario and civ2civ3 ruleset
New version available in first post, and also available with modpack tool (v2.3-6 and v2.4-6).
Some fixes and minor changes compared to previous version.
No savegame compatible due to the change to some building/unit names.
Some fixes and minor changes compared to previous version.
No savegame compatible due to the change to some building/unit names.
- Sun Feb 23, 2014 2:36 pm
- Forum: Contribution
- Topic: how to see debug messages?
- Replies: 3
- Views: 6536
Re: how to see debug messages?
Thanks, this "--saves" option is exactly what I was looking for :) I'm starting to contribute with some minor patches or fixes, and I feel there are some things about debugging freeciv code that I still need to learn, like the way to see the log messages related to AI thinking. But maybe I...