Search found 121 matches
- Thu May 18, 2017 9:25 pm
- Forum: Tech support
- Topic: Errors when compiled from source
- Replies: 2
- Views: 3567
Errors when compiled from source
Lately, when I compile trunk version, and I use ./fcgui to launch the game, it fails with this error: ./client/freeciv-gtk2: error while loading shared libraries: libMagickWand.so.5: cannot open shared object file: No such file or directory I have verified that libMagickWand is installed in my syste...
- Wed May 17, 2017 2:09 am
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.0 ruleset can do
- Replies: 136
- Views: 135953
Re: Changes in what a 3.0 ruleset can do
Scenarios can be made so they work with multiple rulesets. Thanks for that. What little I've had time to do for 3.0 ruleset format lately have been about two concepts: 1) Resources as extras (merging resources to extras) 2) (Trade) Goods - trade route has a property that it's about certain Good. As...
- Thu May 11, 2017 7:50 pm
- Forum: Rulesets and modpacks
- Topic: LUA script to check first time a tech is researched
- Replies: 3
- Views: 3980
Re: LUA script to check first time a tech is researched
Set a (boolean) variable when the script runs, and check against that variable to see if it runs first time or has it already run previously. Thanks, I thought script variables would be reseted when you save and reload a game. If the state of script variables is saved, they are more powerful than I...
- Thu May 11, 2017 3:48 pm
- Forum: Rulesets and modpacks
- Topic: LUA script to check first time a tech is researched
- Replies: 3
- Views: 3980
LUA script to check first time a tech is researched
I'm trying to write a script to place strategic resources in the map when certain tech is researched the first time. Something like this: function place_extra_resources(tech, player, reason) local tech_name = tech:rule_name() -- and first time researched if tech_name == "Gunpowder" then fo...
- Fri May 05, 2017 3:55 pm
- Forum: Single player
- Topic: AI has 100% tax and forgets science
- Replies: 18
- Views: 22382
Re: AI has 100% tax and forgets science
A few other civs know Monarchy but Republic but are using Despotism. I guess that civs switch to Despotism to prevent the unhappiness from military units outside borders. In classic rules, the civs would switch to Monarchy, but in civ2civ3 rules, Monarchy has unhappiness for more than 3 units. I us...
- Wed May 03, 2017 3:47 pm
- Forum: Single player
- Topic: AI has 100% tax and forgets science
- Replies: 18
- Views: 22382
Re: AI has 100% tax and forgets science
Most AI civs have 100% tax and no science. They seem to not want to learn new technologies. I use my Musketeers, Cannons, Ironclads, and newer units to conquer AI cities. My enemies are mostly Phalanx or Warriors. It is a mistake by the AI to forget science. I don't know why the AI makes this mista...
- Wed Apr 26, 2017 7:53 am
- Forum: Art and tilesets
- Topic: Art required for freeciv proper (2.6)
- Replies: 40
- Views: 56250
Re: Art required for freeciv proper (2.6)
That's what I was looking for. Thank you very much.
At the end I used the background of fundamentalism as base to make my icon for fascism:
At the end I used the background of fundamentalism as base to make my icon for fascism:
- Wed Apr 19, 2017 9:27 pm
- Forum: Art and tilesets
- Topic: Art required for freeciv proper (2.6)
- Replies: 40
- Views: 56250
Re: Art required for freeciv proper (2.6)
Hmm, that marble looks pretty good. Some of them look a bit off, or need outline softening for the larger tilesets, though. I selected the new resources mainly to match the small icons from Amplio, I agree they might not fit well enough with Amplio2. GriffonSpade, I have seen you made gfx for a &qu...
- Tue Apr 18, 2017 8:46 am
- Forum: Wishlist
- Topic: Unit suggestions
- Replies: 9
- Views: 13929
Re: Unit suggestions
So what's the holdup? Art. Art that looks good. Art with free use license. If only we had as many expert sprite artists as we have expert coders. Can this problem be solved differently? Paying for art? Converting pictures into icons? Ask if someone capable who does it for free? Do it as a group. Wo...
- Tue Apr 18, 2017 8:10 am
- Forum: Art and tilesets
- Topic: Art required for freeciv proper (2.6)
- Replies: 40
- Views: 56250
Re: Art required for freeciv proper (2.6)
I have added some extra resources to amplio/ampio2 tileset, that might be useful for future releases, now that a goods based trade is available in freeciv. I included all the big resources from amplio2, plus some strategic resources made by GriffonSpade for AmplioHexBig (rubber, saltpeter, aluminum)...