Search found 324 matches

by nef
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...
by nef
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...
by nef
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...
by nef
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...
by nef
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...
by nef
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...
by nef
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 ...
by nef
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...
by nef
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...
by nef
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 ...