Search found 324 matches
- Mon Jan 14, 2019 4:41 pm
- Forum: General discussion
- Topic: Effectively a bug: unit disbandment during peace
- Replies: 13
- Views: 11201
Re: Effectively a bug: unit disbandment during peace
Seems that Civ III is somewhat more civilized about this. What I really don't like about fc is the hyper aggressive settler attacks from 'allies' so the ability to reject ANY unit would be a welcome relief. Comments about 'right of passage' have come up before - is this in addition to alliance or in...
- Mon Jan 14, 2019 2:28 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 171350
Re: Correct the rulesets civ1 and civ2
Change the [extra_railroad] reqs vector to NOW read: reqs = { "type", "name", "range", "present" "Tech", "Railroad", "Player", TRUE "Extra", "Road", "Local", TRUE "Extra", "Roadonly&quo...
- Mon Jan 14, 2019 2:25 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 171350
Re: Correct the rulesets civ1 and civ2
For those who want to have the rules for railroad on city center tiles as it is in Civ I. Add the following two sections to terrain.ruleset [extra_no_rr] name = _("Roadonly") category = "Natural" causes = "Base" graphic = "None" graphic_alt = "-" act...
- Mon Jan 14, 2019 2:04 pm
- Forum: General discussion
- Topic: Effectively a bug: unit disbandment during peace
- Replies: 13
- Views: 11201
Re: Effectively a bug: unit disbandment during peace
Can anyone spell out exactly what happens in any of the commercial games? Freeciv often has its own ideas and equally often they are idiomatic sometimes to the point of being idiotic. I personally think the interaction between expanding borders and "peace" falls into this last category. Th...
- Mon Dec 31, 2018 6:21 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 171350
Re: Correct the rulesets civ1 and civ2
As I understand, we should play here with the action enabler for "Road", not with extra reqs. Not quite sure what you mean here. I presume something in fc3.0. I'm assuming fc2.6.x - i.e. simple ruleset fixes for fc2.6. More permanent long term changes are another matter. As for fc2.6 I tr...
- Tue Dec 18, 2018 1:14 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 171350
Re: Correct the rulesets civ1 and civ2
Railroad on city center (reprise). Removing the 'auto on' field does not prevent settlers from adding railroad after the city is founded (or before for that matter). As an alternative to prevent this, one could change the entire reqs vector for railroad in the section [extra_railroad] in terrain.rul...
- Tue Dec 18, 2018 1:08 pm
- Forum: Tech support
- Topic: R.I.P Not responding.
- Replies: 41
- Views: 34793
Re: R.I.P Not responding.
35. In terrain.ruleset for [Extra_*], the comments read: ; category = How UI should categorize this extra. One of ; "Infra", "Natural", "Nuisance", or "Bonus" NQR. This is more than just a documentation problem. My (superficial) assessment is as follows: A. A ...
- Tue Dec 18, 2018 12:43 pm
- Forum: Wishlist
- Topic: Some air units related oddities
- Replies: 18
- Views: 9641
Re: Some air units related oddities
I still don't think that clearing a way for a missile with fighters or anything among land forces that can't reach it is plausible, from realism or gaming scope either. I had in mind a quick fix gaming technique - mostly because of slow development time in mainstream fc. As for something more perma...
- Mon Dec 10, 2018 1:29 pm
- Forum: Wishlist
- Topic: Keep Server Options When Changing Ruleset
- Replies: 2
- Views: 5359
Re: Keep Server Options When Changing Ruleset
Further developments. The slow startup time with civ2civ3 has let me look into this in more detail. The case appears to be that ruleset startup processing is quite distinct for initial ('default') and subsequent rulesets: a. for the initial startup the ruleset name is hardcoded (I presume in the cli...
- Mon Dec 10, 2018 1:14 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 125
- Views: 171350
Re: Correct the rulesets civ1 and civ2
Road always on city center. Place (or replace) the following into script.lua in the civ1 ruleset: -- nef 2018/12/5 -- This lua script provides the feature in Civilization (Civ I) whereby -- a city when razed pillages all improvements on the city center tile. -- This defeats the exploit of getting a ...