Search found 34 matches
- Tue Oct 02, 2018 11:58 am
- Forum: Wishlist
- Topic: Unload on land use one mp
- Replies: 14
- Views: 10290
Re: Unload on land use one mp
However, this unload rule reduces usefulness of civ2civ3's Helicopter like unit... :? //////// 1. Does "lose" mean subtraction from initial mp of transported unit? 2. What is for "movement cost of transporter"? Attached examples claim, that it is equal 1. 1. Yes. 2. Amount of mp ...
- Mon Oct 01, 2018 4:36 pm
- Forum: Wishlist
- Topic: Unload on land use one mp
- Replies: 14
- Views: 10290
Re: Unload on land use one mp
It seems like native tile version of slow_invasions. It maybe better if mp decrease is changeable by ruleset or server option. (Off-topic) Currently unload without moving doesn't cost any movement points. Due to above, Freeciv 2.6 or after can ship hopping. (reference link: https://web.archive.org/w...
- Fri Sep 14, 2018 1:52 pm
- Forum: Rulesets and modpacks
- Topic: Troubleshooting the ruleset
- Replies: 13
- Views: 10280
Re: Troubleshooting the ruleset
It seems September 2004.Caedo wrote:When was that code written?
https://github.com/freeciv/freeciv/comm ... 26fb7R2252
Before September 2004, it seems Courthouse and Palace just halves corruption (fractions are rounded down towards zero).
- Fri Sep 14, 2018 1:10 pm
- Forum: Rulesets and modpacks
- Topic: Troubleshooting the ruleset
- Replies: 13
- Views: 10280
Re: Troubleshooting the ruleset
Yes, 3. not squared radius.Corbeau wrote:So, just to make things clear, path is also calculated diagonally, not by Pythagoras? Distance between cities at (0,0) and (3,3) would be 3, not 3*sqrt(2) = 4(.2)?
- Fri Sep 14, 2018 12:49 pm
- Forum: Rulesets and modpacks
- Topic: Troubleshooting the ruleset
- Replies: 13
- Views: 10280
Re: Troubleshooting the ruleset
Wait, seriously? Corruption is calculated against the city's trade output before Output_Waste_Pct effects are taken into account? That sounds like it would introduce unnecessary rounding errors. When was that code written? Code is written from around https://github.com/freeciv/freeciv/blob/S2_6/com...
- Fri Sep 14, 2018 12:37 pm
- Forum: Rulesets and modpacks
- Topic: Troubleshooting the ruleset
- Replies: 13
- Views: 10280
Re: Troubleshooting the ruleset
By shortest path I assume you mean diagonally? Hm, here is another faraway city, dx=9, dy=10. Temple present, "Output_Waste_Pct" = 15. End result: trade 11 (+5), so corruption: 6. But it has a -15% corruption builsing and with so many steps and rounding ups/downs, I don't even want to try...
- Mon Sep 10, 2018 12:46 pm
- Forum: Rulesets and modpacks
- Topic: "UnitClass" requirement working with "Veteran-Build" effect?
- Replies: 3
- Views: 3366
Re: "UnitClass" requirement working with "Veteran-Build" effect?
These effects use get_unittype_bonus: Defend_Bonus, (3.0+)Attack_Bonus, Veteran_Build, Move_Bonus, Unit_Recover, (3.0+)Unit_Buy_Cost_Pct, Hp_Regen, Unit_Vision_Radius_Sq These effects use get_unit_bonus: (3.0+)Stealings_Ignore, Thiefs_Share_Pm, Veteran_Combat, (3.0+)Combat_Rounds, Unit_Recover, Hp_R...
- Sun Sep 09, 2018 1:15 am
- Forum: Rulesets and modpacks
- Topic: Troubleshooting the ruleset
- Replies: 13
- Views: 10280
Re: Troubleshooting the ruleset
Economy Tab (F5) may help you.
Have you checked unit gold upkeep?
Have you checked unit gold upkeep?
- Fri Sep 07, 2018 2:10 pm
- Forum: Wishlist
- Topic: Miscellaneous wishlist...
- Replies: 6
- Views: 5367
Miscellaneous wishlist...
Since various ideas are written in this forum, so I write some also... 0 1. Attack_Bonus reference to attacker tile, defender unit type ..... make opposite side of Defend_Bonus. ..... ...or unit type stays attacker, to allow like: if Archers on Hills, then gets +50% Attack_Bonus. 0 2. Adjustable min...
- Wed Aug 29, 2018 2:49 pm
- Forum: Wishlist
- Topic: AI vs Capturable and Bombarder flag
- Replies: 10
- Views: 8169
Re: AI vs Capturable and Bombarder flag
Can someone clarify, then? If a unit with a "Bombarder" flag attacks non-native terrain, it doesn't act as "Bombarder" and is basically risking destruction? Bombard combat occurs when all of following condition are satisfied: 1. Terrain class of target tile is Land. 2. At least ...