Search found 324 matches

by nef
Mon Jun 24, 2019 3:21 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 175424

Re: Correct the rulesets civ1 and civ2

In a previous post concerning factories power plants etc. I omitted some key changes to the civ1 effects.ruleset so I will provide the changes necessary for the following: a. deny any production bonus from Power Plant, Hydro Plant, or Nuclear Plant if the city does NOT have either a Factory or Mfg. ...
by nef
Mon Jun 17, 2019 8:32 pm
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 41
Views: 34984

Re: R.I.P Not responding.

The original problem was first mentioned in the civ1/civ2 forum] Looking back at it I see that the main problem was that AGH and the client menu got all confused and to avoid this I proposed some additional Lua code. One could fix both AGH and the client (and perhaps they should be) but I could see ...
by nef
Mon Jun 17, 2019 6:18 pm
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 41
Views: 34984

Re: R.I.P Not responding.

While it would definitely be easier to implement "Auto..." as an alias to "Always...", neither being subject to buildability limitations, that would quite defy the purposes of having them separate. Not sure I quite understand this (or perhaps I was not understood). I was not try...
by nef
Mon Jun 17, 2019 4:21 pm
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 41
Views: 34984

Re: R.I.P Not responding.

Obviously something that is not buildable is not Auto built. Not obvious to me. Seems to me that if you don't want something to be autobuilt then the easiest thing to do is to not ask for it. The interference between features is gratuitous (i.e. UNNECESSARY) and just creates problems without adding...
by nef
Mon Apr 29, 2019 8:43 am
Forum: Rulesets and modpacks
Topic: NeverProtects
Replies: 2
Views: 3710

Re: NeverProtects

One might consider, as a starting point, the use of 'layers' as discussed in the last paragraph of this post and my reply. This may allow the server option an extension to its life - i.e. 'protects' would only apply to individual layers, and not across layers.
by nef
Mon Apr 22, 2019 1:10 pm
Forum: Tech support
Topic: Ai, Ai, Ai!
Replies: 3
Views: 4596

Re: Ai, Ai, Ai!

AI 1. civ1 & civ2 AI settlers. This one is an egregious oversight. These two rulesets do not have workers, migrants, or worker like engineers. Somewhere along the line, the AI forgot that settlers too can do gardening. But in civ1 and civ2 they are the ONLY gardeners, and so, as a result, the AI...
by nef
Mon Apr 22, 2019 10:03 am
Forum: Tech support
Topic: Ai, Ai, Ai!
Replies: 3
Views: 4596

Re: Ai, Ai, Ai!

A. I don't actually remember seeing any documentation on the land bombardment rule and I am not aware of any way to defeat it (other than not use FP > 1), hence my comment 'hardcoded'. B. Conversely, I believe the pearl harbour rule is (now???) softcoded as a unit flag "BadCityDefender" an...
by nef
Mon Apr 08, 2019 11:58 am
Forum: Tech support
Topic: Ai, Ai, Ai!
Replies: 3
Views: 4596

Ai, Ai, Ai!

I was planning to just batch these up and report then under RIP but the list was getting long and I wanted to start the reports, so I am starting this new topic for AI, auto_*, and AGH. Many of these will be chronic - perhaps most. AI 0. Fearless. I originally reported this elsewhere but left out so...
by nef
Mon Apr 08, 2019 10:47 am
Forum: Tech support
Topic: R.I.P Not responding.
Replies: 41
Views: 34984

Re: R.I.P Not responding.

41. Some problems with startup error messages: a. If "rmact_gfx = " is missing the start up error message reports that the tags "-" are wrong: Tileset problem, it's probably incompatible with the ruleset: Missing Hydro removal activity sprite for tags "-" and alternativ...
by nef
Mon Apr 01, 2019 11:12 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 175424

Re: Correct the rulesets civ1 and civ2

Misc. wiki states: Great Library obsolete by University (TWICE)!!! If so, in section [building_great_library] replace obsolete_by = { "type", "name", "range", "survives" "Tech", "Electronics", "World", TRUE } by obsolete_by = { &q...