Search found 81 matches
- Mon Jul 16, 2018 1:36 pm
- Forum: Rulesets and modpacks
- Topic: 'Resplendent' Ruleset (expansion)
- Replies: 8
- Views: 9276
Re: 'Resplendent' Ruleset (expansion)
Impressive project. So if I understand correctly, each nation would have slightly different properties? Is it for AI only, or general? Thanks, it really is a bit of a mess at the moment. It worked best in 2011, ironically, and even then there were big unfinished chunks all over the place. When you ...
- Mon Jul 16, 2018 4:07 am
- Forum: General discussion
- Topic: Utility to Generate a Graphical Tech Tree from techs.ruleset
- Replies: 4
- Views: 4706
Re: Utility to Generate a Graphical Tech Tree from techs.ruleset
The TechTree utility linked there is the only one I know of. No idea if it still works; it might well need tweaking. I've fixed the links on that page to point to files.freeciv.org (where most stuff from download.gna.org ended up), and most of the links now work, including the TechTree one. Thanks!...
- Mon Jul 16, 2018 4:04 am
- Forum: Wishlist
- Topic: Policies' value visible by others.
- Replies: 3
- Views: 2620
Re: Policies' value visible by others.
The idea is about possibility to create policies visible by other player. It is feature for ruleset authors. Imagine we can adjust focus on some way to achieve victory: science, culture or domination. If it could be restricted like tax rates (sum of level of each must be 100) and each policy will g...
- Sun Jul 15, 2018 1:59 pm
- Forum: Art and tilesets
- Topic: Crusader
- Replies: 8
- Views: 8586
Re: Crusader
Maybe they just smell really bad, so you'd want to keep them at a distance.cazfi wrote:Crusaders also do have "Horse" flag (Pikemen get double defense against them)
- Sun Jul 15, 2018 1:55 pm
- Forum: Rulesets and modpacks
- Topic: Second irrigation (farmland)
- Replies: 4
- Views: 4489
Re: Second irrigation (farmland)
The construction vodot refers to is only in the current beta/RC versions, 2.6+. In the stable release, 2.5.x, Farmland existence and behaviour is more hardcoded. It is a tech flag that controls when it is available, and you can change which tech(s) have that flag. For instance, from 2.5 data/classi...
- Fri Jul 13, 2018 9:56 pm
- Forum: General discussion
- Topic: Utility to Generate a Graphical Tech Tree from techs.ruleset
- Replies: 4
- Views: 4706
Utility to Generate a Graphical Tech Tree from techs.ruleset
There used to be a utility would generate a tech tree from a techs.ruleset file. Anyone know where I could find that?
EDIT: found this page, but the tech tree util seems dead: http://freeciv.wikia.com/wiki/Utilities
EDIT: found this page, but the tech tree util seems dead: http://freeciv.wikia.com/wiki/Utilities
- Fri Jul 13, 2018 9:48 pm
- Forum: Rulesets and modpacks
- Topic: 'Resplendent' Ruleset (expansion)
- Replies: 8
- Views: 9276
Re: 'Resplendent' Ruleset (expansion)
From my original post that combined Resplendent and Civ Traits: Hi all, I've never really posted anything here but years ago I created a private mod back in 2.2/3 that added (in addition to gobs of additional techs, buildings, and units) civ-specific traits and trait-specific units, buildings, and b...
- Fri Jul 13, 2018 9:40 pm
- Forum: Rulesets and modpacks
- Topic: 'Resplendent' Ruleset (expansion)
- Replies: 8
- Views: 9276
'Resplendent' Ruleset (expansion)
Creating a new topic to track Resplendent, my mega mod which contains expands the Tech Tree (particularly in the Atomic and Digital ages) and doubles the unit count. There is still a lot to be done, but this will give me a place to plan and publish releases. I'm also going to pause on Resplendent fo...
- Fri Jul 13, 2018 8:52 pm
- Forum: Wishlist
- Topic: adjustable technology leak rate
- Replies: 2
- Views: 2909
Re: adjustable technology leak rate
There is no option for this in 2.6 aside from setting Tech Leak to "Embassies" (The weakest of the three tech leak settings). If you want to get nuts (LET'S GET NUTS!) then you can find the math itself in 'research.c' in the /common folder. I've copied it below: case TECH_LEAKAGE_EMBASSIES...
- Fri Jul 13, 2018 7:22 pm
- Forum: Wishlist
- Topic: River boats/ships
- Replies: 26
- Views: 20982
Re: River boats/ships
I think this clearly indicates that (some) 'bigland' units could be (and were) carried on triremes. I do not understand the point of denial. The key word in the above quote is "some". Catapults used in Civ are wall-breaking heavy units that create a big advantage in the field. Not the one...