Search found 239 matches
- Mon Jul 13, 2026 1:52 am
- Forum: Rulesets and modpacks
- Topic: Disasters and AI
- Replies: 3
- Views: 1199
Re: Disasters and AI
Similar to what John said, here's what I use for everything I add to my custom rulesets (because the AI's are dumb enough already) reqs={"type","name","range","present" ... <whatever> ... "AI","Restricted","Player",FALSE "AI&...
- Thu Jul 09, 2026 3:13 am
- Forum: Tech support
- Topic: Possible forum bug
- Replies: 5
- Views: 22713
Re: Possible forum bug
I also noticed this problem, also affecting the bug tracking system (which I think is also on the same host). Seems to be better now. 
- Thu Jul 09, 2026 3:05 am
- Forum: Rulesets and modpacks
- Topic: Is it possible to make a civ 4 ruleset?
- Replies: 2
- Views: 23251
Re: Is it possible to make a civ 4 ruleset?
Making an improvement is easy, just have to program the improvement to increase commerce depending on how many turns it has been in the game. The Counter types in game.ruleset can help with this. It's not well documented and there's no examples in the supplied rulesets. Also requires having somethi...
- Thu Jul 09, 2026 2:51 am
- Forum: Rulesets and modpacks
- Topic: [Tutorial] The Lava Redemption – Active Volcanic Systems Script
- Replies: 5
- Views: 2698
Re: [Tutorial] The Lava Redemption – Active Volcanic Systems Script
Played some more with this and could not get the hex volcanoes_tileset to work. It never shows up in the options dialog, not sure why. More minor differences: - I have the road_time=6 for volcanoes same as for mountains. - I only allow roads to be built on volcanoes, no rails or maglevs. - I have th...
- Tue Jul 07, 2026 4:24 am
- Forum: Rulesets and modpacks
- Topic: [Tutorial] The Lava Redemption – Active Volcanic Systems Script
- Replies: 5
- Views: 2698
Re: [Tutorial] The Lava Redemption – Active Volcanic Systems Script
This is awesome, thanks. I also did an implementation of volcanoes and eruptions in my dino3 ruleset https://forum.freeciv.org/f/viewtopic.php?t=91837&start=30 Mine is much simpler - I do a similar thing in the script.lua to place the volcanoes after the map_generated signal, but I don't have na...
- Thu Jun 18, 2026 3:27 am
- Forum: Tech support
- Topic: freeciv-gtk4 on MacOS 26
- Replies: 2
- Views: 1621
Re: freeciv-gtk4 on MacOS 26
I'm on a much older Mac (11.7) and building with MacPorts because homebrew doesn't support Macs that old. I have found gtk4 client very buggy - when it first comes up the menubar doesn't work, have to change to another app and change back to get it to work. It also prints out tons of warnings. I sus...
- Thu Jun 18, 2026 3:10 am
- Forum: Rulesets and modpacks
- Topic: Using improvements to make other improvements obsolete
- Replies: 10
- Views: 26555
Re: Using improvements to make other improvements obsolete
You need to have an account and be logged in. Then you should see a "New issue" clickable link in the upper right.I haven't been able to figure out how to actually open a ticket. I don't think the freeciv bug tracker likes my browser.
- Thu Jun 18, 2026 3:01 am
- Forum: Rulesets and modpacks
- Topic: Using improvements to make other improvements obsolete
- Replies: 10
- Views: 26555
Re: Using improvements to make other improvements obsolete
Dino the Dinosore wrote: ↑Thu Jun 11, 2026 4:36 pm Since you can't build Barracks II without having Gunpowder, isn't that redundant? Even when you cannot build Barracks II by yourself, you may conquer a city with one. I hadn't considered the possibility of capturing a city with a newer Barracks tha...
- Thu Jun 11, 2026 8:36 pm
- Forum: Rulesets and modpacks
- Topic: Using improvements to make other improvements obsolete
- Replies: 10
- Views: 26555
Re: Using improvements to make other improvements obsolete
Also, annoyingly, the tech-tree skein generator for the Research tab apparently doesn't distinguish between positive and negative tech requirements, so City Walls appear on the tech tree under both Masonry and Construction, with no indication that the latter makes it so you can't build them. and li...
- Thu Jun 11, 2026 8:20 pm
- Forum: Freeciv-web
- Topic: A few thoughts on Dragoon/Caravel
- Replies: 2
- Views: 25829
Re: A few thoughts on Dragoon/Caravel
Agree capturing is cool - I have that in one of my custom rulesets. Also like the Founder unit. I have that in both of my custom rulesets, and think it would be a good idea to incorporate that in the official supplied civ2civ3 ruleset, and/or the sandbox ruleset. "your first city has to be in a...