Search found 578 matches

by GriffonSpade
Thu Feb 08, 2018 12:48 pm
Forum: Wishlist
Topic: Qt feature request
Replies: 51
Views: 42194

Re: Qt feature request

A couple new Qt feature, well, UI change, requests:

Left align these to make them more visible:
QTpooralign.png
QTpooralign.png (11.56 KiB) Viewed 2538 times
Give full info for improvements/wonders in the build queue and sell list too, not just in the build selection table.
QTbonusinfo.png
by GriffonSpade
Thu Feb 08, 2018 10:27 am
Forum: Wishlist
Topic: Different Pre-load Tileset Idea
Replies: 1
Views: 1594

Different Pre-load Tileset Idea

So, we now (2.6+) automatically load a tileset upon joining a server. Just a thought, but wouldn't it be better if instead of the client automatically loading a tileset, we had it be manual instead? Specifically, while sitting in the pre-game area, there would be an ability to pick and load a tilese...
by GriffonSpade
Thu Feb 08, 2018 9:56 am
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 16905

Re: civ1 behavior

Something that might help "after each advance" part: Game -> Options -> Local Client -> Interface -> Popup tech help when gained -> Enabled It's probably notable that QT doesn't have that option. In: Game -> Options -> Messages -> Technology: Acquired New Tech and Technology: Learned New ...
by GriffonSpade
Thu Feb 08, 2018 7:03 am
Forum: Tech support
Topic: QT Zoom Activity Offset bug
Replies: 0
Views: 3453

QT Zoom Activity Offset bug

QT 2.6 beta2. QTzoombug.png Activity offsets are multiplied too much when scaling up, and divided too much when scaling down. HRM Report: http://www.hostedredmine.com/issues/731629 Possibly related to: Edit: Whoops, they are actually in GTK, though they are at least similar in description. http://ww...
by GriffonSpade
Wed Feb 07, 2018 3:23 pm
Forum: Rulesets and modpacks
Topic: ordering of tech tree
Replies: 1
Views: 2444

Re: ordering of tech tree

Is there a way to affect the order of the items in the displayed tech tree ? Mine is starting to get very convoluted... Order in which they are given does not seem to have an impact. The tech tree is automatically generated from the techs in the ruleset. AFAIK, the only way to change it is to chang...
by GriffonSpade
Wed Feb 07, 2018 7:42 am
Forum: Art and tilesets
Topic: AmplioHexBig 2.6
Replies: 56
Views: 67967

Re: AmplioHexBig 2.6

Alright, done some more updates for Hexemplio. It's resized and a little bigger, but I redid them completely. Ocean has been desaturated (now similar to Amplio2 Ocean) and Floor is blue shifted and saturated (Again, similar to Amplio2). All three water tiles now based on color-inverted Desert. I als...
by GriffonSpade
Mon Feb 05, 2018 3:27 am
Forum: Wishlist
Topic: make roads, irrigation and mining researchable
Replies: 10
Views: 6115

Re: make roads, irrigation and mining researchable

Well, so in short it has become so big that you can't remember everything. Ok, but then, nobody can really help me :lol: Not can't as such, but liable to be sluggish with immediately useful information. As you did here, if you're not sure about how to do something, both ask (Well, if you can't find...
by GriffonSpade
Sun Feb 04, 2018 3:57 pm
Forum: Wishlist
Topic: make roads, irrigation and mining researchable
Replies: 10
Views: 6115

Re: make roads, irrigation and mining researchable

Hey, in fact it already works in 2.5.9 ! Roads are in terrain.ruleset. Just do the same as was done with Railroad. Others are at the end of effects.ruleset : one reqs block added for each relevant entry and the trick is done. Sorry for asking something already doable, but why didn't some modding gu...
by GriffonSpade
Sun Feb 04, 2018 10:41 am
Forum: Art and tilesets
Topic: AmplioHexBig 2.6
Replies: 56
Views: 67967

Re: AmplioHexBig 2.6

Hey yo. I'm not sure if this is the right place to ask this, but is it possible to make a vertical version of this tileset for non-iso hex? Unfortunately not. Such a conversion would still basically require building an entire tileset from the sheer volume of changes it would need. If anything, I'd ...
by GriffonSpade
Sun Jan 28, 2018 7:23 am
Forum: Wishlist
Topic: 1. Ruleset-flexible combat; 2. Bombarding duels
Replies: 13
Views: 7807

Re: 1. Ruleset-flexible combat; 2. Bombarding duels

Instead of fixed N rounds of combat, I would suggest the duration depends on how hard the battle is and the strength of the units. For example, it would end after a total of 15 HP are removed from the units (like unit 1 losing 5 while unit 2 loses 10). That's pretty much what a round of combat is. ...