Ok i finally decided to create an account and come grumbling here
So i'm new here, but having started playing Freeciv since version 1.9.0 (and civ1 much earlier !), i'm not exactly a newbie either.
Merely playing did not cause too much trouble (a few glitches in gtk2 client maybe) but there is something I do _NOT_ like about civ (all versions).
It is when some other player (in my case, computer AI - i'm a too easy prey for seasoned human players) builds a wonder of the world.
Even if you had started it, you're out of it - it becomes permanently forbidden. No amount of research or military strength will change that.
I know, i know, historically wonders have only been built once and not rebuilt even if destroyed. But nevertheless. This is a game, after all.
Taking the guilty enemy city "fixes" the problem but AIs put their cities any old how (at least, rarely at the place i would have put them myself !).
Therefore I just empty them and destroy them. Yeah i can be brutal sometimes
Perhaps the option to allow rebuilding destroyed wonders could be enough. But it does not look like if it's there...
However there is something called SmallWonders in actual Freeciv. Looked exactly like what i needed !
Full of hope, i started doing my own ruleset. Ending up changing many more things than initially anticipated.
So far, so good. However, even though opponents can no longer "steal" them from me, they remain in the available building list even after they're done, so that i just can't know which ones i've built and which ones i've not !
I'm supposed to be able to move them from one city to another, but i don't want to. And i did not find a way to achieve what i wanted. There is no option to hide small wonders that have been already built.
In buildings.ruleset i tried this to prevent the building from being available if it's already there :
Code: Select all
[building_colossus]
name = _("Colossus")
genus = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Bronze Working", "Player"
}
nreqs =
{ "type", "name", "range"
"Building", "Colossus", "Player"
}
graphic = "b.colossus"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 200
upkeep = 0
sabotage = 0
sound = "w_colossus"
sound_alt = "w_generic"
helptext = _("\
Each tile around the city where this wonder is built that is already\
generating some trade produces one extra trade resource.\
")
This turns what i've always wanted since old civ1 into a nightmare...
Any pointers ?
Or isn't it just impossible to do and i have to jump by the lake ?
Btw. I hope "rulesets and modpacks" are the right place to post this. If not, sorry