Search found 22 matches
- Tue Aug 12, 2025 8:21 am
- Forum: Contribution
- Topic: Possible bug, no movecost at sea?
- Replies: 10
- Views: 21308
Re: Possible bug, no movecost at sea?
Also, if it's supposed to represent using virtual boats as river transport, it seems weird that the speed depends on the ground unit's speed. Indeed. It ought to be the virtual boat speed, not unit speed. And railroad relies on virtual trains - it is indeed odd that horses go twice as far as people...
- Thu Aug 07, 2025 9:37 am
- Forum: Contribution
- Topic: Possible bug, no movecost at sea?
- Replies: 10
- Views: 21308
Re: Possible bug, no movecost at sea?
I don't think there's a way to get all this completely right with current ruleset formats, but I'm trying to figure out what future versions of freeciv engine (ruleset format) could do to better support such rulesets. Any ideas? For my use, it is sufficient if an "extra", such as a river ...
- Thu Aug 07, 2025 9:07 am
- Forum: Contribution
- Topic: Possible bug, no movecost at sea?
- Replies: 10
- Views: 21308
Re: Possible bug, no movecost at sea?
There were one strange effect: A ship/trireme moving from sea into a river, now looses all its move points doing so. I think it doesn't lose "all" movement, but the move cost is that of the underlying terrain. That's because the move is not along the river (road type). Just like a land un...
- Wed Aug 06, 2025 2:58 pm
- Forum: Contribution
- Topic: Possible bug, no movecost at sea?
- Replies: 10
- Views: 21308
Re: Possible bug, no movecost at sea?
Tripling the land move cost, as well as the land unit move points seems to work. (The display of a land units remaining move points are a bit awkward though.) Land units move as they always did, ships move at normal speed on sea and on the rivers supporting them. There were one strange effect: A shi...
- Tue Aug 05, 2025 2:11 pm
- Forum: Contribution
- Topic: Possible bug, no movecost at sea?
- Replies: 10
- Views: 21308
Re: Possible bug, no movecost at sea?
Thanks. Adding "TerrainSpeed" to the sea unit classes fixed this, I can now make sea terrains that are slower to navigate. (Ice or reefs). Unfortunately, another problem came up. Rivers offer lower move cost for land units. But triremes go there too, and with TerrainSpeed they too get trip...
- Sat Jul 05, 2025 10:18 am
- Forum: Contribution
- Topic: Possible bug, no movecost at sea?
- Replies: 10
- Views: 21308
Possible bug, no movecost at sea?
I make new terrain types. Right now, sea and lakes with ice floating on top. After some problems, I was adviced to implement this as new terrain types so the move cost would work. So I made a new terrain type, "icy lake". Ice is a navigation hazard, so food & trade is lower than for a ...
- Wed Jul 02, 2025 3:53 pm
- Forum: Contribution
- Topic: Bugs with custom road types
- Replies: 2
- Views: 8434
Re: Bugs with custom road types
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 show anything else, wether -1 or +50. I had hope...
- Tue Jul 01, 2025 12:03 pm
- Forum: Contribution
- Topic: Bugs with custom road types
- Replies: 2
- Views: 8434
Bugs with custom road types
I am implementing "pack ice" as an extra "road" type for sea terrain. In doing this, I have come across some bugs. I use a "road extra" so I won't need another terrain type, and with a hex tileset I need only 7 sprites. They combine to form a great variety of icy scenes...
- Mon Jun 30, 2025 4:07 pm
- Forum: Wishlist
- Topic: Big and small rivers
- Replies: 8
- Views: 40018
Re: Big and small rivers
Thanks for all tips. Big rivers works in my games. Not all the planned features, but they are visibly bigger, gives more trade, and allow ships on land tiles. From a test game, note the destroyer on a big river: https://github.com/Hafting/tergen/raw/main/img/destroyer_river.png Ruleset & tileset...
- Wed Jun 18, 2025 1:53 pm
- Forum: Rulesets and modpacks
- Topic: new rulesets offerred
- Replies: 27
- Views: 87644
Re: new rulesets offerred
The dino2 ruleset for freeciv 3.1.x failed to load, due to what looks like a typo. In units_oversize.spec this line exists: gfx="dino/units_oversize" It fails, because there is no directory named "dino". This change fixes it: gfx="dino2/units_oversize" This works, as th...