Ah I see, thanks. All of these possible ruleset changes perfectly solve my original issue so hopefully it will come in useful to others with the same problem.cazfi wrote:Only via negated requirements. Not Cheating AI, Nor Hard AI...Ozor Mox wrote:Unless there's something you can put in reqs to mean the player.
Search found 45 matches
- Mon Dec 15, 2014 6:08 pm
- Forum: Single player
- Topic: Best settings for limiting AI aggressiveness
- Replies: 20
- Views: 36838
Re: Best settings for limiting AI aggressiveness
- Mon Dec 15, 2014 5:55 pm
- Forum: Single player
- Topic: Best settings for limiting AI aggressiveness
- Replies: 20
- Views: 36838
Re: Best settings for limiting AI aggressiveness
I just experimented with this and I see cazfi has already confirmed what I saw, that the difficulty level in reqs is the recipient of the love from all other AIs. No requirements simply means everyone in the game (including humans) is the recipient of the love from all other AIs. So in that case, yo...
- Mon Dec 15, 2014 4:03 pm
- Forum: Single player
- Topic: How many cities are reasonable?
- Replies: 16
- Views: 24765
Re: How many cities are reasonable?
I tend to use settings that keep the number of cities around 8-12 or less, so a map size smaller than aifill and citymindist of 3. You really have to be quick at settling at the beginning of the game as the AI grabs all the space very fast. One option I have been meaning to try is to disable buildin...
- Mon Dec 15, 2014 2:44 pm
- Forum: Single player
- Topic: Difference between 'Hard' and 'Experimental' AI.
- Replies: 7
- Views: 10535
Re: Difference between 'Hard' and 'Experimental' AI.
Actually I take that back. It may be a recent change but ai_effects.ruleset contains the cheat for tax rates so I guess that isn't a "built-in" cheat for the AI (or at least not anymore).
- Mon Dec 15, 2014 2:42 pm
- Forum: Single player
- Topic: Best settings for limiting AI aggressiveness
- Replies: 20
- Views: 36838
Re: Best settings for limiting AI aggressiveness
Actually, doesn't ai_effects.ruleset contain the usage that I'm suggesting? [effect_ai_cheat_science] type = "Output_Bonus" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" "OutputType", "Scien...
- Mon Dec 15, 2014 2:31 pm
- Forum: General discussion
- Topic: POLL: Which client do you use to play Freeciv?
- Replies: 11
- Views: 14233
Re: POLL: Which client do you use to play Freeciv?
Thanks louis94. Still has a little way to go but looking good!
- Mon Dec 15, 2014 2:28 pm
- Forum: Single player
- Topic: Best settings for limiting AI aggressiveness
- Replies: 20
- Views: 36838
Re: Best settings for limiting AI aggressiveness
The default usage that I know of is that that the owner of the Eiffel Tower gets AI love. I don't know the exacts of how it works at all, but from this use I have to assume it means "If you have the Eiffel tower, the AI players will love you". However, if an AI player had the Eiffel tower...
- Mon Dec 15, 2014 11:22 am
- Forum: General discussion
- Topic: POLL: Which client do you use to play Freeciv?
- Replies: 11
- Views: 14233
Re: POLL: Which client do you use to play Freeciv?
GTK+ 2
In the recent news entries it mentions that a Qt client is basically finished, but I can't find any screenshots of it anywhere. I'd be interested in giving that a go.
In the recent news entries it mentions that a Qt client is basically finished, but I can't find any screenshots of it anywhere. I'd be interested in giving that a go.
- Mon Dec 15, 2014 10:59 am
- Forum: Single player
- Topic: Best settings for limiting AI aggressiveness
- Replies: 20
- Views: 36838
Re: Best settings for limiting AI aggressiveness
I wonder, does Gain_AI_Love take negative values? I also notice that the player gets none, so this sounds like it makes the AI more buddy-buddy with /EACH OTHER/, but still hostile to the player! It's too bad there's no way to modify this based on the target, instead of just the recipient of the lo...
- Mon Dec 15, 2014 10:49 am
- Forum: Single player
- Topic: Difference between 'Hard' and 'Experimental' AI.
- Replies: 7
- Views: 10535
Re: Difference between 'Hard' and 'Experimental' AI.
I know that novice and easy difficulties won't use air units. It also doesn't mention Cheating, which as it says, cheats, by ignoring maximum tax rates and getting bonuses and such. I could be wrong, but I thought the AI can always cheat with setting any tax rates and being able to see everything o...