Search found 644 matches

by Ignatus
Mon Jan 01, 2024 7:29 pm
Forum: Rulesets and modpacks
Topic: 'User Action 1' not working
Replies: 33
Views: 938087

Re: 'User Action 1' not working

Hmm. I can't see why does not the action show in the dialog, but the effect just does not work this way. You have to put some extra or building with the action (using a Lua callback) to actually influence the city outputs, and make requirements of the effects towards that thing.
by Ignatus
Thu Dec 28, 2023 2:21 pm
Forum: Contribution
Topic: "Transport Embark" Bug report (can't access OSDN)
Replies: 5
Views: 44755

Re: "Transport Embark" Bug report (can't access OSDN)

Could you open a ticket (or tickets) about all this, as you clearly know the situation better than I do. You are overestimating me much :roll: , actually I wrote that all not looking into code, just reading the supplied bug description and recalling what I have dealed with long ago. In fact, I have...
by Ignatus
Tue Dec 26, 2023 6:55 am
Forum: Contribution
Topic: Cascade Rule Sheets (CRS)
Replies: 0
Views: 16130

Cascade Rule Sheets (CRS)

Just a fantasy about where ruleset format may go for better readibility and flexibility than current requirement system. What about CSS -like definitions? That means, requirements are put in the selector part, and effects/enablers are put in the rule part. The difference between CRS and CSS is that ...
by Ignatus
Sun Dec 24, 2023 10:15 pm
Forum: Rulesets and modpacks
Topic: Some Conceptual Ideas (Are They Good?)
Replies: 5
Views: 2127

Re: Some Conceptual Ideas (Are They Good?)

Yup. We just can make primary exploring units slow and shortsight. Or maybe so: a unit can't see unexplored tile until it tries entering it, and when it enters, it loses all movement. Land tiles are seen in smaller radius when looking from sea tiles, and most units are not seen on them.
by Ignatus
Sat Dec 16, 2023 3:58 pm
Forum: Wishlist
Topic: Allow immediate unit-conversion in ruleset
Replies: 3
Views: 1296

Re: Allow immediate unit-conversion in ruleset

We will have converting Lua-powered user actions in upcoming versions that may be immediate. But there is an idea to make all activities/actions dure zero or more turns, I posted about it here. I remember, something was supposed to be done about your question on Freeciv21 branch.
by Ignatus
Fri Dec 15, 2023 9:51 am
Forum: Wishlist
Topic: Server-side translation
Replies: 0
Views: 16960

Server-side translation

It would be nice if players got arbitrary messages in their preferred language if the translation is provided by ruleset. That means, connection object gets language property, and notify_* methods consult different translation databases if languages of players vary. Also, ruleset information like un...
by Ignatus
Fri Dec 08, 2023 6:47 pm
Forum: Contribution
Topic: "Transport Embark" Bug report (can't access OSDN)
Replies: 5
Views: 44755

Re: "Transport Embark" Bug report (can't access OSDN)

Seems like not only "Transport_Embark" is effectively broken in two parts (I didn't dig the code well but I would check the unit path mechanism that keeps many archaic traits). Something is broken in the mechanism when performing an action causes another pre-action while that pre-action ma...
by Ignatus
Thu Dec 07, 2023 8:36 am
Forum: Wishlist
Topic: Meta sections for rulesets
Replies: 5
Views: 8498

Re: Meta sections for rulesets

*for cs in 5...20 *eval "[effect_upkeep_free_units_food_" .. cs .. "]" type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", cs, "...
by Ignatus
Sat Dec 02, 2023 9:48 pm
Forum: Single player
Topic: At what point can opening a trade route be considered hostile ?
Replies: 7
Views: 9430

Re: At what point can opening a trade route be considered hostile ?

AI love slightly decreases for any your unit in the AI's territory at turn end. So, while it is not influenced by opening TR, way of your caravan to the target may worsen things. Try giving gifts (offering treaties with all clauses profitable for the other side) for some improvement.
by Ignatus
Sat Dec 02, 2023 3:34 pm
Forum: Gameplay
Topic: How do you disable pollution?
Replies: 8
Views: 12829

Re: How do you disable pollution?

Removing Pollution extra from terrain.ruleset should work. That does not remove pollution➡️ilness influence since it is calculated from city output value, not what lays on the map. If you want to change the ruleset, you can as well disable all "Pollu_Pop_Pct[2]" and "Pollu_Prod_Pct&q...