Search found 3112 matches

by cazfi
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...
by cazfi
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...
by cazfi
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/
by cazfi
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,...
by cazfi
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...
by cazfi
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.
by cazfi
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.
by cazfi
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...
by cazfi
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.
by cazfi
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 ...