Search found 324 matches
- 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. ...
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...