Search found 3102 matches
- Mon Jan 29, 2018 6:43 am
- Forum: Wishlist
- Topic: make roads, irrigation and mining researchable
- Replies: 10
- Views: 6162
Re: make roads, irrigation and mining researchable
They all are tile "extras" in 2.6, and can have any reqs.
- Sun Jan 28, 2018 4:59 pm
- Forum: Contribution
- Topic: civ1 behavior
- Replies: 19
- Views: 17312
Re: civ1 behavior
In civ1 it is absolutely impossible to get RailRoad before Bridge Building, even if you steal technology (it will always give one you can search). That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then. -> http://www.hostedredmine.com/issues/729...
- Sun Jan 28, 2018 4:41 pm
- Forum: Contribution
- Topic: civ1 behavior
- Replies: 19
- Views: 17312
Re: civ1 behavior
That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.meynaf wrote:In civ1 it is absolutely impossible to get RailRoad before Bridge Building, even if you steal technology (it will always give one you can search).
- Sun Jan 28, 2018 3:13 pm
- Forum: Art and tilesets
- Topic: Art required for freeciv proper (2.6)
- Replies: 40
- Views: 56189
Re: Art required for freeciv proper (2.6)
Ruins credits -> http://www.hostedredmine.com/issues/729141
Smaller amplio2 ruins -> http://www.hostedredmine.com/issues/697692
Smaller amplio2 ruins -> http://www.hostedredmine.com/issues/697692
- Sun Jan 28, 2018 3:12 pm
- Forum: Art and tilesets
- Topic: AmplioHexBig 2.6
- Replies: 56
- Views: 68928
Re: AmplioHexBig 2.6
Hexemplio cities -> http://www.hostedredmine.com/issues/729137
Hexemplio bases update -> http://www.hostedredmine.com/issues/729151
Hexemplio bases update -> http://www.hostedredmine.com/issues/729151
- Sun Jan 28, 2018 12:57 pm
- Forum: Contribution
- Topic: civ1 behavior
- Replies: 19
- Views: 17312
Re: civ1 behavior
For ticket #704309 some research on civ1 & civ2 (for respective rulesets) would be needed. http://www.hostedredmine.com/issues/704309
- Sun Jan 28, 2018 7:51 am
- Forum: Wishlist
- Topic: 1. Ruleset-flexible combat; 2. Bombarding duels
- Replies: 13
- Views: 7829
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
Please open a feature ticket to http://www.hostedredmine.com/projects/f ... issues/new. This sounds like something that might be realistically doable.meynaf wrote:Yes ! So the idea is to have a fixed maximum number of combat rounds per turn so that the fight can be several turns long.
- Sun Jan 28, 2018 7:42 am
- Forum: Tech support
- Topic: different crashes
- Replies: 1
- Views: 2346
Re: different crashes
Seems like a bug in gtk2 and not in freeciv itself. Please report to http://www.hostedredmine.com/projects/f ... issues/new anyway.
- Sat Jan 27, 2018 10:09 am
- Forum: Test Builds
- Topic: Msys2 based Windows Installer testing
- Replies: 115
- Views: 173838
Re: Msys2 based Windows Installer testing
Experimental msys2 based Windows Installer builds of freeciv-2.6.0-beta2 are available at http://files.freeciv.org/packages/windo ... 6.0-beta2/
- Sat Jan 20, 2018 1:07 pm
- Forum: Wishlist
- Topic: Made more wonders alliance aware
- Replies: 1
- Views: 1680
Re: Made more wonders alliance aware
In variant2 ruleset there's almost no wonders in "Player" range, but "Alliance" range is used instead.