Search found 324 matches
- Sun Mar 20, 2022 10:54 am
- Forum: Gameplay
- Topic: How do you disable pollution?
- Replies: 8
- Views: 19681
Re: How do you disable pollution?
GTK 3.22 This is actually a server (ruleset) issue, not a client. The easiest way that I can think of is to change game.ruleset section [civstyle] field base_pollution to some large NEGATIVE number e.g. -100. Server options can be used to avoid the global consequences but not the pollution on a tile.
- Tue Mar 15, 2022 12:53 am
- Forum: Rulesets and modpacks
- Topic: what can cause a lack of starting positions?
- Replies: 10
- Views: 3693
Re: what can cause a lack of starting positions?
I didn't look closely, but just noticed that the start position selection code looks at resources. Currently I assume it to be just count of resources within the city radius, i.e., it doesn't really look in to what the resource provides (if anything) I was actually hoping that this may be the case ...
- Tue Mar 15, 2022 12:06 am
- Forum: Rulesets and modpacks
- Topic: what can cause a lack of starting positions?
- Replies: 10
- Views: 3693
Re: what can cause a lack of starting positions?
This might be because your ruleset has no resources for those terrains -> no resources get generated -> no place on map is good enough to be starting position. What is the criteria for these resources? As you may recall I have removed 'shield' as a resource on grassland and replaced it with an extr...
- Tue Feb 22, 2022 1:58 am
- Forum: General discussion
- Topic: autosaves setting question
- Replies: 16
- Views: 14807
Re: autosaves setting question
Does not appear to have a problem. Maybe it got tangled up with other problems.nef wrote:I will try animals during the week.
- Mon Feb 14, 2022 11:23 am
- Forum: General discussion
- Topic: shared vision in 3.0.0
- Replies: 4
- Views: 1820
Re: shared vision in 3.0.0
You see everything that Brazilians see, and Babylonians see all that you see, so: yes. And if they don't have an alliance they get a bit uppity about sharing vision without their permission. Typically they will be on their way to an alliance so all you have to do is wait a few turns. In my experien...
- Mon Feb 14, 2022 11:11 am
- Forum: General discussion
- Topic: autosaves setting question
- Replies: 16
- Views: 14807
Re: autosaves setting question
I have not noticed any issues with aifill but it is a special case being on the first page after 'Start New Game" (i.e. NOT in the server options dialog). Changing the option on that page automatically does an 'apply'. As for save I will check. I will try animals during the week. The reason I a...
- Mon Feb 07, 2022 11:39 pm
- Forum: Contribution
- Topic: Proposed feature: Speak of "supplies" (not "fuel") in a "Coast" unit loss message
- Replies: 11
- Views: 4205
Re: Proposed feature: Speak of "supplies" (not "fuel") in a "Coast" unit loss message
Opened a new ticket about moving the message to default.lua in development branches -> osdn #43341 . Thinking it would be trivial, I started implementing it, but then gave up when the need to create a tile link for the message came up. Was there anything ever to this? The narrative changed to 'feat...
- Mon Feb 07, 2022 9:54 pm
- Forum: General discussion
- Topic: autosaves setting question
- Replies: 16
- Views: 14807
Re: autosaves setting question
Can you give some examples?
- Mon Jan 31, 2022 8:22 pm
- Forum: Wishlist
- Topic: things i'd like to be implemented
- Replies: 21
- Views: 8340
Re: things i'd like to be implemented
is pretty difficult to code Sid managed to do it in 640k. But to be fair he had only one ruleset to consider. are you ready to do it? If I can write agents and advisors in Lua. The point being that one can customise the code for different rulesets. (The very reason for scripting.) We could start by...
- Mon Jan 31, 2022 7:08 pm
- Forum: Wishlist
- Topic: Modify "techlevel" server command
- Replies: 3
- Views: 1786
Re: Modify "techlevel" server command
> lua cmd edit.give_tech(find.player(0), nil, 0, true, 'Start tech') There is an oversight in this tolua function: there is no "nocost" option. "freecost" is not free if tech_cost_style = "Civ I|II". the reason being that future research will cost more. This spoils the...