Search found 644 matches
- 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.
- 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...
- 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 ...
- 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.
- 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.
- 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...
- 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...
- 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, "...
- 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.
- 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...