Search found 234 matches

by Dino the Dinosore
Thu Jun 18, 2026 3:27 am
Forum: Tech support
Topic: freeciv-gtk4 on MacOS 26
Replies: 1
Views: 672

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...
by Dino the Dinosore
Thu Jun 18, 2026 3:10 am
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 10
Views: 15336

Re: Using improvements to make other improvements obsolete

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.
You need to have an account and be logged in. Then you should see a "New issue" clickable link in the upper right.
by Dino the Dinosore
Thu Jun 18, 2026 3:01 am
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 10
Views: 15336

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...
by Dino the Dinosore
Thu Jun 11, 2026 8:36 pm
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 10
Views: 15336

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...
by Dino the Dinosore
Thu Jun 11, 2026 8:20 pm
Forum: Freeciv-web
Topic: A few thoughts on Dragoon/Caravel
Replies: 2
Views: 8741

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...
by Dino the Dinosore
Sat May 30, 2026 2:32 am
Forum: General discussion
Topic: Demographics report, population ranking question
Replies: 1
Views: 3064

Demographics report, population ranking question

I have 1 city size 6, and the Japanese (who have shared vision with me) have 4 cities sized 3,2,1,1 (total 7). When I do the demographics report it shows me as #1 in population, which seems wrong. Digging into the code, it's because of this code in common/city.c /************************************...
by Dino the Dinosore
Fri May 29, 2026 1:49 am
Forum: General discussion
Topic: Is FreeCIV worth playing if I already have all the official CIV games?
Replies: 6
Views: 113012

Re: Is FreeCIV worth playing if I already have all the official CIV games?

It's been so long that I don't remember the details. Most likely I was baby duck imprinted with Civ2 and didn't like that Civ4 was so different. That imprinting also explains why I like FreeCiv - it's a better version of Civ2.
by Dino the Dinosore
Tue May 26, 2026 3:00 am
Forum: General discussion
Topic: Is FreeCIV worth playing if I already have all the official CIV games?
Replies: 6
Views: 113012

Re: Is FreeCIV worth playing if I already have all the official CIV games?

Communities are good. Back in the glory days of Civ2 there was a great thriving community on the old Apolyton forum - that's where I first got into doing the 1-city challenge. In addition to the Longturn community that Corbeau mentioned there is a (maybe smaller) community here on this forum. I love...
by Dino the Dinosore
Sun May 17, 2026 9:43 pm
Forum: Rulesets and modpacks
Topic: More (probably) silly questions
Replies: 23
Views: 41226

Re: More (probably) silly questions

I investigated some more about changing the ui name for actions, and yes there are bugs, but I don't think they can be fixed. The help in supplied actions.ruleset files says - What each action should be called when showing them to the player. Using the "pillage" -> "raze" example...
by Dino the Dinosore
Thu May 14, 2026 3:59 am
Forum: Rulesets and modpacks
Topic: More (probably) silly questions
Replies: 23
Views: 41226

Re: More (probably) silly questions

Oops, that code example is for version 3.3, the version for 3.2 is

Code: Select all

ui_name_pillage = "Raze%s"
I think the fact that it only partially works could be a bug.