Search found 548 matches
- Wed Jun 03, 2015 9:40 am
- Forum: Wishlist
- Topic: Ninjas and assassins
- Replies: 7
- Views: 6487
Re: Ninjas and assassins
it's interested to have units to destroy enemy catapult, when city is under siege, etc. If a target unit selection UI is added to the clients this could be achieved in a 2.6 ruleset. Sabotage unit will halve the target unit's hit points or, if the target only has a single hit point left, kill it. T...
- Fri May 29, 2015 1:44 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 181315
Re: Correct the rulesets civ1 and civ2
The civ2 ruleset now allows spies and diplomats to perform spy actions while transported inside a ship. See bug #23604. Thanks to Steve R. for letting us know what the Civilization II rule was.
- Fri May 29, 2015 1:25 pm
- Forum: Rulesets and modpacks
- Topic: Modify Spy Ruleset to Land Directly into a City
- Replies: 7
- Views: 8903
Re: Modify Spy Ruleset to Land Directly into a City
Yes, I was playing Civ2 on MS Windows. I just filed a bug report. I assigned it to myself. That means that I'll try to fix the civ2 ruleset so diplomat/spy actions can be done from ships. I can only fix it for Freeciv 2.6 (and 3.0, the next version). The Freeciv 2.6 (and 3.0) version of the civ2 ru...
- Fri May 22, 2015 2:15 pm
- Forum: Rulesets and modpacks
- Topic: Modify Spy Ruleset to Land Directly into a City
- Replies: 7
- Views: 8903
Re: Modify Spy Ruleset to Land Directly into a City
Yes, I was playing Civ2 on MS Windows. I just filed a bug report. I assigned it to myself. That means that I'll try to fix the civ2 ruleset so diplomat/spy actions can be done from ships. I can only fix it for Freeciv 2.6 (and 3.0, the next version). To be sure that I got you right: Is the Civ2 beh...
- Fri May 22, 2015 2:00 pm
- Forum: Rulesets and modpacks
- Topic: Modify Spy Ruleset to Land Directly into a City
- Replies: 7
- Views: 8903
Re: Modify Spy Ruleset to Land Directly into a City
Thanks for the quick reply. Always another issue. Grumble. The version of Freeciv that I have is 2.4.4. The advice appears to apply to version 2.6. Looks like I was a bit to quick. Version 2.6 is a development version. It isn't released yet. I should have pointed this out. Version 2.6 may not be av...
- Fri May 22, 2015 10:34 am
- Forum: Rulesets and modpacks
- Topic: Modify Spy Ruleset to Land Directly into a City
- Replies: 7
- Views: 8903
Re: Modify Spy Ruleset to Land Directly into a City
Freeciv 2.6 will, as taka already pointed out, make it possible to create a ruleset where a unit can perform spy actions from non native terrain. (A spy inside a ship is in non native terrain) Just remove the requirement "UnitState", "OnLivableTile", "Local" from the ac...
- Thu May 21, 2015 8:28 am
- Forum: Gameplay
- Topic: Experimental ruleset: a Large poxers best friend
- Replies: 8
- Views: 11085
Re: Experimental ruleset: a Large poxers best friend
I'm not OP. I guess it shows how large the city radius can become. The first image shows the large distance between the cities. The second image shows all the tiles a single city can work when the city radius is expanded.rainbowrobin wrote:What are the OP images telling us?
- Tue May 19, 2015 3:16 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 181315
Correct the rulesets civ1 and civ2
The Freeciv versions currently in development, Freeciv 2.6 and Freeciv 3.0, have moved more rules to the ruleset. It may be possible to exploit the new ruleset flexibility to make the civ1 ruleset and the civ2 ruleset more like the rules of the games they are based on. When a rule moves to the rule...
- Tue May 19, 2015 1:17 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 2.6 rule set can do
- Replies: 142
- Views: 143235
Re: Changes in what a 2.6 rule set can do
You can now forbid Enter Marketplace when Establish Trade Route is legal. See patch #6091 You can now forbid a unit from entering the marketplace (without establishing a trade route) when the same unit legally can establish a trade route. This is done by setting the new option force_trade_route in ...
- Wed May 13, 2015 2:24 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.0 ruleset can do
- Replies: 136
- Views: 135859
Re: Changes in what a 3.0 ruleset can do
The rules that a unit can't join or found city when out of moves are no longer hard coded. See patch #6084 and patch #6085 Possible uses: allow a unit to join a city even if the last move fragment was spent moving into the city. the "Hab Tank" unit. Can't move on its own. Can join a city....