Search found 34 matches

by Akechi
Tue Aug 21, 2018 2:47 pm
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 9223

Re: Negative requirements: nreq vs. "negate" TRUE/FALSE

Hold on, there is a bump on my desk, I need to smooth it out with my forehead. Uh, sorry for lack of words. Quoted from 2.5's doc/README.effects: A requirement may have a 'negated' field, and if this is 'TRUE', the requirement is negated. If this is 'FALSE', the requirement is not negated. Quoted f...
by Akechi
Tue Aug 21, 2018 2:11 pm
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 9223

Re: Negative requirements: nreq vs. "negate" TRUE/FALSE

Some other effects work nicely with "negate". (But, to be honest, I think this was a confusing way to implement this; "present" makes much more sense.) And the problem isn't this part, but the fact that there are two same requirement types (MinSize) in the same field. It seems n...
by Akechi
Tue Aug 21, 2018 1:28 pm
Forum: Rulesets and modpacks
Topic: Negative requirements: nreq vs. "negate" TRUE/FALSE
Replies: 12
Views: 9223

Re: Negative requirements: nreq vs. "negate" TRUE/FALSE

At first, I think not "negate", but "present". Post edited: And if you replaced negate to present, you need invert TRUE/FALSE. [effect_granary_1] type = "Growth_Food" value = 20 reqs = { "type", "name", "range", "negate" "Min...
by Akechi
Thu Aug 02, 2018 1:16 pm
Forum: Art and tilesets
Topic: RoundSquare tileset
Replies: 57
Views: 118452

Re: RoundSquare tileset

Still not sure, if tile output is clamped to 9 for display only, or also for real output? It is display only. If you middle click that tile, tile output displays correctly. City's dialog displays food income correctly if you clicked. e.g. If grassland produces 12 food, then... (please ignore city's...
by Akechi
Sun Jul 29, 2018 5:38 am
Forum: Rulesets and modpacks
Topic: "Simulation" ruleset (2.5) - v1.0 released
Replies: 110
Views: 79161

Re: Corbeau's ruleset (2.5) - v1.0 released

Removed adjacent-to-ocean requirement for Harbour. (If it is possible to set a "maximum distance to ocean" requirement, do let me know.) If you set "City" instead of "Adjacent", then Harbor is allowed when Oceanic terrain exists within city radius. e.g. reqs = { "...
by Akechi
Wed Jan 31, 2018 4:14 pm
Forum: Rulesets and modpacks
Topic: friendly mercenary tribes
Replies: 10
Views: 8011

Re: friendly mercenary tribes

If simple lua script can fix this i'll gladly apply ! However you say default.lua and in the ruleset there is only script.lua . Did the name simply change since 2.5 ? Or is this another file ? I don't want to touch any global file... default.lua is placed on data/default/. https://github.com/freeci...
by Akechi
Wed Jan 31, 2018 12:26 pm
Forum: Rulesets and modpacks
Topic: friendly mercenary tribes
Replies: 10
Views: 8011

Re: friendly mercenary tribes

Oh, hmm, that's not good, now is it? Not only does using more than one Hut unit not work, units aren't even in order of tech level by default (They're ordered by 'group' first). It means that Knights are preferred over Musketeers. And if you have Leadership, even that is Broken!? Seems like there s...
by Akechi
Wed Jan 24, 2018 1:48 pm
Forum: Contribution
Topic: civ1 behavior
Replies: 19
Views: 16670

Re: civ1 behavior

- Second game turn is -3980, not -3950. Whole calendar seems different. I googled year progress per turn in Civilization series ;) Civ1 (610 turns in Prince difficulty, end in 2060 CE): https://forums.civfanatics.com/threads/years-per-turn-in-civ-1.452237/ Civ2 (520 turns in Prince difficulty, end ...
by Akechi
Wed Jan 24, 2018 9:07 am
Forum: Rulesets and modpacks
Topic: friendly mercenary tribes
Replies: 10
Views: 8011

Re: friendly mercenary tribes

According to data/default/default.lua(_deflua_hut_get_mercenaries), we search unit which have role 'HutTech', with player information. According to common/scriptcore/api_game_find.c(api_find_role_unit_type) and common/unittype.c(best_role_unit_for_player), last defined unit in units.ruleset is selec...
by Akechi
Sun Jan 21, 2018 2:39 pm
Forum: Rulesets and modpacks
Topic: hide small wonders from build list
Replies: 11
Views: 9477

Re: hide small wonders from build list

Seems so ! But is 2.6 stable enough for everyday use ? Furthermore, how to convert a ruleset from 2.5.9 to 2.6 ? Will I have to redo every change ?? I think 2.6 is stable to work...this is only my opinion. :? How to update ruleset 2.5 to 2.6 is, see this page: http://freeciv.wikia.com/wiki/How_to_u...