Arbogast wrote:You guys are talking percentages and I am talking values. How come ?
It's what you found in the
experimental/effects.ruleset:
Code: Select all
[effect_migration_anarchy]
type = "Migration_Pct"
value = -10
Pct (percent) and some
value. Cazfi tried to explain why that's not as simple as I thought, because..., well, I haven't got it so far, but it exists.
Arbogast wrote:in the game.ruleset the line ""migration", TRUE, TRUE" can it be changed to ""migration", TRUE, FALSE" and be done with it ?
Yes, that would unlock it, and when it's unlocked you can change it in the game options before you click
start. If you want it unlocked and
off it would be ""migration", FALSE, FALSE"
JFTR, in
theory you should copy the complete
data/experimental folder to a new
~/.freeciv/2.5/myExperimental folder with a new
~/.freeciv/2.5/myExperimental.serv file consisting of one line
rulesetdir myExperimental It's not only a
theory if you somehow modify the shipped ruleset into a state where you can't start the game anymore.
Multiple obvious + related + unreported severe usability bugs:
Code: Select all
/show: migration + ein
/show: ------------------------------------------------------------------------------
/show: Zu jeder Einstellung ist Hilfe über „help <Einstellung>“ verfügbar.
/show: ------------------------------------------------------------------------------
sysop: 'set migration aus'
/set: Kein Treffer für „aus“.
sysop: 'set migration FALSE'
/set: Kein Treffer für „FALSE“.
sysop: 'set migration off'
/set: Kein Treffer für „off“.
sysop: 'set migration disabled'
Konsole: migration auf „aus“ gesetzt.
sysop: 'set migration 1'
/set: Kein Treffer für „1“.
sysop: 'set migration enabled'
Konsole: migration auf „ein“ gesetzt.