Search found 667 matches
- Thu Sep 03, 2026 8:54 pm
- Forum: Single player
- Topic: Setting default specialist for all new cities
- Replies: 1
- Views: 7051
Re: Setting default specialist for all new cities
Hello! This setting, for now, acts very rare on any case. Usually, any citizen added to a city without any job-finding agent (I.e., without CMA, autoarrange or AI) becomes a ruleset-default specialist (i.e. usually entertainer). But growth of cities provokes auto arrange and this procedure is not co...
- Mon Aug 24, 2026 3:35 pm
- Forum: Wishlist
- Topic: idea about campaign server (that works as a client)
- Replies: 3
- Views: 11021
Re: idea about campaign server (that works as a client)
How does your idea differ from this? Under "campaign" I mean a set of scenarios with different maps and different goals with transfer of some data (units, gold etc.) between consequent scenarios, something like what exists for Battle for Wesnoth, but maybe with more options for multiplaye...
- Fri Aug 21, 2026 8:36 pm
- Forum: Wishlist
- Topic: idea about campaign server (that works as a client)
- Replies: 3
- Views: 11021
idea about campaign server (that works as a client)
Previous topic about playing campaigns in Freeciv A campaign is a set of scenarios played in a flexible order according to a common script. Since Freeciv is inherently a multiplayer project, we should be able to play a campaign on several servers, some of which may be running simultaneously. A simp...
- Wed Aug 19, 2026 6:18 pm
- Forum: Wishlist
- Topic: [Lua Feature] Dynamic Action Blocking/Allowing (similar to movement controls)
- Replies: 1
- Views: 3827
Re: [Lua Feature] Dynamic Action Blocking/Allowing (similar to movement controls)
Likely we could handle this by adding a set of user-defined states (flags/promotions) for individual units and adding requirements like "UnitState", "MovementAllowed", "Local", TRUE to "Move" action enabler, and scripting like u:set_state"MovementAllowed&...
- Sat Jul 04, 2026 5:00 pm
- Forum: Tech support
- Topic: Possible forum bug
- Replies: 5
- Views: 44683
Re: Possible forum bug
Oh, I for long wanted to know what happens here. Thanks and good luck.
- Tue Jul 01, 2025 12:36 pm
- Forum: Contribution
- Topic: Bugs with custom road types
- Replies: 2
- Views: 113019
Re: Bugs with custom road types
Itherefore I set -1 for food and -1 for trade Negative extra outputs are just not intended in the game, contrary to some negative effects. So everything is not guaranteed to work with them. About outputs display on map, they are by just sprites, by default with with digits from 0 to 9, and can't sh...
- Tue Jul 01, 2025 11:16 am
- Forum: Contribution
- Topic: "Build_Building" city action
- Replies: 2
- Views: 121861
Re: "Build_Building" city action
About action enablers format change, another consideration: currently ATK_SELF actions have no target_reqs. It has been already noticed in a request about "Upgrade_Unit" action limitation: we had unit types A, B and C so that A obsoleted by B obsoleted by C but it was intended that one can...
- Tue Jul 01, 2025 9:38 am
- Forum: Contribution
- Topic: "Build_Building" city action
- Replies: 2
- Views: 121861
"Build_Building" city action
If we are touching now non-unit-acted actions, we should think about an action of city changing production. It was one of the goals of creating AAK_* conception on the first hand: to provide several alternative requirement sets for a building. This action would be AAK_CITY, ATK_SELF, ASTK_IMPROVEMEN...
- Mon Jun 30, 2025 5:49 am
- Forum: Contribution
- Topic: v.3.3: Action "Civil_War"?
- Replies: 1
- Views: 105516
v.3.3: Action "Civil_War"?
(Suffering from) Civil War is made action enabler controlled. RM #1094 Actor is the player potentially suffering Civil War, and the action is self targeted, so there's no way it to depend on properties of, e.g., the player who conquers their capital. Sorry, can you explain me what is the sense of t...
- Sun Jun 29, 2025 11:50 am
- Forum: Wishlist
- Topic: Gameplay city governors
- Replies: 1
- Views: 152706
Gameplay city governors
As a feature to reduce micromanagement in late game when you have dozens of large cities, we could have city governors. That would be not just CMA that is sometimes suboptimal and is very CPU consumptive, and does not have any game-defined bonuses over manual setting - so still one wins by spending ...