'User Action 1' not working
Re: 'User Action 1' not working
Like, for effects of 1 turn duration you can put an extra with disappearance chance 10000. If I see it correctly, extras disappear after all turn's cities collect their production points.
Re: 'User Action 1' not working
Easy to do... but alas yet not done in hard code part, we don't have convenient ways of multitile actions other than nuking, health manipulation and promotion control. For healing a unit, you probably need a Lua callback to create another friendly unit with Heal Unit ability, make it to perform the action and then destroy the healing unit. For promotion by actions that are not terrain work, diplomatic or combat, you can try applying randomlyleo.priori wrote: ↑Wed Jan 03, 2024 3:42 pm Action: Heal Unit in range
Can promote
Effect: Heal unit immediately (And gain experience with that)
Code: Select all
u:transform(u.utype, -1)
You can just use local "BuildingGenus" req in target_reqs of the action. What I specifically want is CivIII great people ability to finish a building with exactly the necessary number of shields transferred to the city's stock.G) Unit Constructors (Probably easy too)
flag "Unique"
Action: Help to build Buildings, not units or wonders.
Disband after action
Effect: Same as 'Disband with Recover', but only effects in buildings production
Hehe I long ago thought about giving Explorers the ability to dig Ruins! There must be some better storage of Lua data in savegames to store the needed information, and somewhere on the forum you can find nef's posts with the necessary rewriting of _freeciv_state_dump function to save Lua tables.Using LUA to mark a tile every time a unit or a city is lost, i could make this special one:
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Re: 'User Action 1' not working
Hmmmm i will dig in that aproach, maybe for all units. Good idea Ignatus. thanks
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Re: 'User Action 1' not working
Well. I dont like to visit a Doctor anyway!Ignatus wrote: ↑Wed Jan 03, 2024 4:41 pm Easy to do... but alas yet not done in hard code part, we don't have convenient ways of multitile actions other than nuking, health manipulation and promotion control. For healing a unit, you probably need a Lua callback to create another friendly unit with Heal Unit ability, make it to perform the action and then destroy the healing unit.
Doctors will wait
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Re: 'User Action 1' not working
Didnt know that!Ignatus wrote: ↑Wed Jan 03, 2024 4:41 pm Hehe I long ago thought about giving Explorers the ability to dig Ruins! There must be some better storage of Lua data in savegames to store the needed information, and somewhere on the forum you can find nef's posts with the necessary rewriting of _freeciv_state_dump function to save Lua tables.
A lot of plans just flushed away in the toilet!
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Re: 'User Action 1' not working
Guys, maybe the problem is my OS.
I believe this function 'Disrupt Lines Suplly' that came from sandbox is working just fine right? Thats because it is already set up, no need further configuration required, right?
But as I told you, it never showed to me. Not even once
I've always played Freeciv in Linux. Never in Windows or Mac
Now I'm using Xubuntu 23.10.
Do you mind to tell me what OS are you testing?
Actually seeing this function 'Disrupt Lines Suplly' in range or entering a city!
And how can you run an action that is in range? Is there another way than press 'D'?
See you tomorrow!
I believe this function 'Disrupt Lines Suplly' that came from sandbox is working just fine right? Thats because it is already set up, no need further configuration required, right?
But as I told you, it never showed to me. Not even once
I've always played Freeciv in Linux. Never in Windows or Mac
Now I'm using Xubuntu 23.10.
Do you mind to tell me what OS are you testing?
Actually seeing this function 'Disrupt Lines Suplly' in range or entering a city!
And how can you run an action that is in range? Is there another way than press 'D'?
See you tomorrow!
Re: 'User Action 1' not working
Mainly Debian Testing (currently Trixie), but somewhat (mainly building) also several Virtual Machines: No *ubuntu-23.10 in the list at the moment, but I'll confirm Disrupt Supply Lines behavior on Ubuntu-24.04 development version.
Re: 'User Action 1' not working
For multi-turn duration this won't work, and I don't know what would in freeciv-3.1. In freeciv-3.2, if one more planned patch lands, you could use lua controlled city counter (count turns since extra was added) and remove the extra when counter hits desired value.
Saving lua-tables would help too. I guess that's something I overlooked (lost track of what of nef's scripts features I've ported to freeciv proper, and what should still be ported)