Search found 121 matches

by bard
Tue Nov 25, 2014 4:12 pm
Forum: Rulesets and modpacks
Topic: Effect: Output_Add_Tile - need help
Replies: 3
Views: 4621

Re: Effect: Output_Add_Tile - need help

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")
by bard
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...
by bard
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)...
by bard
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 ...
by bard
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.
by bard
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...
by bard
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...
by bard
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 ...
by bard
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.
by bard
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...