Search found 3112 matches
- Wed Dec 20, 2017 12:22 pm
- Forum: Wishlist
- Topic: New wish features for multiplayer games
- Replies: 8
- Views: 4829
Re: New wish features for multiplayer games
Another one related to that would be getting the reports at any time. Currently you need to be online at the tc when they are released. This has been fixed in development versions. I think it's coming in 2.6 already, but can't remember for sure. Reports are shown when one connects during the turn t...
- Sat Dec 09, 2017 6:08 am
- Forum: Rulesets and modpacks
- Topic: Stealing techs with spies/conquering
- Replies: 13
- Views: 10572
Re: Stealing techs with spies/conquering
S3_0 and master have "Stealings_Ignore" effect From README.effects: Stealings_Ignore When determining how difficult it is to steal a tech from enemy, AMOUNT previous times tech has been stolen from the city is ignored. Negative amount means that number of times tech has already been stolen...
- Sat Nov 18, 2017 2:31 pm
- Forum: Test Builds
- Topic: Windows testing
- Replies: 124
- Views: 220604
Re: Windows testing
New msys1 build from S2_6 commit f1adf62cbb ("2.6.0-beta1+f1adf62cbb") available: http://files.freeciv.org/packages/windo ... ler_msys1/
- Sun Nov 12, 2017 11:08 pm
- Forum: Wishlist
- Topic: Multiplayer wish list
- Replies: 11
- Views: 6213
Re: Multiplayer wish list
Fortress must be within 3 tiles of a friendly city for the no-unhappiness effect to work. Is this hard-coded or a ruleset thing? Firstly, this is a server setting thing – if happyborders is enabled, I'd assume the distance doesn't matter, so long as the fortress is a border source. Apart from that,...
- Sun Nov 12, 2017 7:13 pm
- Forum: Wishlist
- Topic: Multiplayer wish list
- Replies: 11
- Views: 6213
Re: Multiplayer wish list
Basically, an often use of a fortress is for people under Democracy is to stuff their units inside so that there is less unhappiness at home. Because if you have an American fortress in Kabul, people at home are going to say "Oh, that's fine then, they may just as well be in Wisconsin, no diff...
- Sun Nov 12, 2017 7:09 pm
- Forum: Rulesets and modpacks
- Topic: Problem starting with a ruleset
- Replies: 18
- Views: 12268
Re: Problem starting with a ruleset
Yeah, you have to wait for freeciv-2.6 to make cleaner separation of startunit roles and other roles.
- Sun Nov 12, 2017 1:24 am
- Forum: Rulesets and modpacks
- Topic: Problem starting with a ruleset
- Replies: 18
- Views: 12268
Re: Problem starting with a ruleset
Are all the same terrains native to "Small Land" than to "Land" units? Maybe some crucial terrain is not native to "Small Land" so they cannot be created to all starting positions.
- Sat Nov 11, 2017 11:06 pm
- Forum: Tech support
- Topic: Themes
- Replies: 3
- Views: 3860
Re: Themes
There have been several fixes to drawing those popups since 2.5.6. For example 2.5.8 had "(Gtk3) Fix the middle-click tile info box having a transparent background and thus being unreadable on some installations. HRM#656549" ( http://freeciv.wikia.com/wiki/NEWS-2.5.8 ). Latest fixes have g...
- Wed Nov 08, 2017 1:24 am
- Forum: Wishlist
- Topic: ruleup wish
- Replies: 1
- Views: 1627
Re: ruleup wish
Just loading and saving a ruleset in ruledit should suffice. I don't think it likely that we backport all the things ruleup depends on to 2.6.
- Wed Nov 08, 2017 1:18 am
- Forum: Longturn
- Topic: Admin(s) behaviour and the Freeciv community in general
- Replies: 25
- Views: 19257
Re: Admin(s) behaviour and the Freeciv community in general
(shouldn't take many hours with any ruleset) About a year ago I wrote something about 50 hours . Meanwhile with an apparently working ruleset I think 200h is more realistic, but admittedly this includes the time to learn Lua from scratch and overwrite default.lua signal handlers in script.lua just ...