Search found 439 matches
- Sun Jul 15, 2018 12:23 pm
- Forum: Art and tilesets
- Topic: [meta] Tileset clearing house
- Replies: 18
- Views: 19411
Re: [meta] Tileset clearing house
Oh, I like that. I've grabbed it for Amplio2/Cimpletoon (hrm #765046) and suggested it for Hexemplio/Toonhex. (It doesn't fit as-is in the grid of any of the other iso tilesets such as Isotrident.)
- Sun Jul 15, 2018 12:21 pm
- Forum: Art and tilesets
- Topic: AmplioHexBig 2.6
- Replies: 56
- Views: 68030
Re: AmplioHexBig 2.6
GriffonSpade, would you consider adding Wahazar's more-visible pollution sprite, or something like it, to Hexemplio? I'm happy to make the change myself, but wanted to give you chance to think about it.
- Sat Jul 14, 2018 10:13 pm
- Forum: General discussion
- Topic: Utility to Generate a Graphical Tech Tree from techs.ruleset
- Replies: 4
- Views: 4783
Re: Utility to Generate a Graphical Tech Tree from techs.ruleset
From the help, it seems it uses as input the output of a server command that is no more. Looks like the "rulesout" command it relied on was removed from 1.14. However, the next script on the Utilities page , "Rulesout perl script" , looks like it was intended to replace the miss...
- Sat Jul 14, 2018 10:05 pm
- Forum: Rulesets and modpacks
- Topic: Second irrigation (farmland)
- Replies: 4
- Views: 4506
Re: Second irrigation (farmland)
The construction vodot refers to is only in the current beta/RC versions, 2.6+. In the stable release, 2.5.x, Farmland existence and behaviour is more hardcoded. It is a tech flag that controls when it is available, and you can change which tech(s) have that flag. For instance, from 2.5 data/classic...
- Sat Jul 14, 2018 7:22 pm
- Forum: Tech support
- Topic: 2.6 beta won't recognize new units.ruleset files
- Replies: 7
- Views: 6175
Re: 2.6 beta won't recognize new units.ruleset files
Possibly a BOM? I think Notepad tends to add these.
- Sat Jul 14, 2018 7:18 pm
- Forum: Announcements
- Topic: Release candidate 2.6.0-RC2
- Replies: 1
- Views: 5615
Re: Release candidate 2.6.0-RC2
Windows builds are now up.
- Sat Jul 14, 2018 9:56 am
- Forum: Wishlist
- Topic: adjustable technology leak rate
- Replies: 2
- Views: 2923
- Sat Jul 14, 2018 9:55 am
- Forum: Rulesets and modpacks
- Topic: Any way to allow tech trading and make it hard to steal?
- Replies: 4
- Views: 5496
Re: Any way to allow tech trading and make it hard to steal?
Raised hrm #764943 for standard server.
- Sat Jul 14, 2018 8:43 am
- Forum: General discussion
- Topic: Utility to Generate a Graphical Tech Tree from techs.ruleset
- Replies: 4
- Views: 4783
Re: Utility to Generate a Graphical Tech Tree from techs.ruleset
The TechTree utility linked there is the only one I know of. No idea if it still works; it might well need tweaking.
I've fixed the links on that page to point to files.freeciv.org (where most stuff from download.gna.org ended up), and most of the links now work, including the TechTree one.
I've fixed the links on that page to point to files.freeciv.org (where most stuff from download.gna.org ended up), and most of the links now work, including the TechTree one.
- Fri Jul 13, 2018 7:17 pm
- Forum: Announcements
- Topic: Release candidate 2.6.0-RC2
- Replies: 1
- Views: 5615
Release candidate 2.6.0-RC2
The second release candidate for the next major release of Freeciv, 2.6.0, is now available. The changes since RC1 are mainly bugfixes ( full list ). There's one minor rule change (unit bribe costs), and a minor change to the scripting API. Relative to 2.5.x, 2.6.x includes a redesigned Qt client wi...