Search found 472 matches
- Fri Jun 17, 2022 6:24 pm
- Forum: Tech support
- Topic: Mismatch client/server version?
- Replies: 2
- Views: 7222
Mismatch client/server version?
I am developing freeciv. I cannot found information about how to solve server/client version mismatch. I update freeciv from git sources to apply my work at top of latest version. That is normal freeciv had different client/server version on master branch? How to life with this problem?
- Tue Mar 15, 2022 3:54 pm
- Forum: Wishlist
- Topic: Counters, trggers and changes in survive
- Replies: 3
- Views: 1771
Re: Counters, trggers and changes in survive
English is not my native too. I only understood you a little. About triggers, there is one problem. Should we activate trigger with all requirement meet, when one of it's requirement change value or when? I think first option is good. I cannot reminder any example of bad design of first solution - m...
- Sat Mar 12, 2022 5:48 pm
- Forum: Wishlist
- Topic: Counters, trggers and changes in survive
- Replies: 3
- Views: 1771
Re: Counters, trggers and changes in survive
On list of passed requirement, we must store also subject.
When something. that might be subject was destroyed, we lookup over passed requirement vector and removes each entry with subject.
When something. that might be subject was destroyed, we lookup over passed requirement vector and removes each entry with subject.
- Sat Mar 12, 2022 5:18 pm
- Forum: Wishlist
- Topic: Counters, trggers and changes in survive
- Replies: 3
- Views: 1771
Counters, trggers and changes in survive
I developing counters for Freeciv. Also, I am maintainer of Progress; In progress, I introduced remember_* field to effects, where asterix is range name, such like player Also, I add to effects field telling how long effect should be activated. When, many years ago, I told about this features, someo...
- Sun Mar 06, 2022 4:01 pm
- Forum: Wishlist
- Topic: Custom actions
- Replies: 7
- Views: 2681
Re: Custom actions
I am developing counters currently. Counters can enable effects, when checkpoint value were met. Allowing custom actions to increase/decrease counter of target or actor could be great. For example: Player could sell captured workers as an slave in city (actor: unit with some reqs; target: our city)....
- Tue Feb 15, 2022 3:53 pm
- Forum: Wishlist
- Topic: [Campaing] Space-walker
- Replies: 0
- Views: 3356
[Campaing] Space-walker
I have idea about create scenario called space-walker. It could use standard ruleset, but only one option to won map: send alpha-centaur ship. Campaining would be endless. When we send ship to other galaxy, our king (Space Captain) would go to the ship and travel to new planet. After that, player co...
- Tue Feb 15, 2022 3:43 pm
- Forum: Freeciv-web
- Topic: Freecivweb.org do not respond
- Replies: 1
- Views: 1504
Freecivweb.org do not respond
Is the servers shout down?
- Thu Nov 25, 2021 5:19 pm
- Forum: Wishlist
- Topic: Invisible unit
- Replies: 5
- Views: 3544
Re: Invisible unit
What about diplomacy relationship like case-of-fire or any other?
Should in peace unit, which tries to move on tile with invisible unit, lost mp?
Should in peace unit, which tries to move on tile with invisible unit, lost mp?
- Tue Nov 16, 2021 6:17 pm
- Forum: Wishlist
- Topic: [Small feature] Allow to translate name of City
- Replies: 1
- Views: 1502
[Small feature] Allow to translate name of City
Allow to translate name of city in two cases: 1. When conquered, so this is set globally 2. Client-related functionality, which will translate each city name to local language To realize this feature, there could be necessary to remember in which language city name is stored. This feature would appl...
- Tue Nov 16, 2021 2:49 pm
- Forum: Rulesets and modpacks
- Topic: Combat_Rounds effect: to kill or to survive?
- Replies: 36
- Views: 30669
Re: Combat_Rounds effect: to kill or to survive?
You have right, but I do not mean to do not remove entries from list. Unit will heal, so the entries automatically by removed if drop to 0. It will be subtracted proportionally for each attacker. So. Unit have 10 hp max. First unit took 2 hp, so it i 20%. Second unit took 4hp, so it is 40%. Unit hea...