Search found 22 matches

by Hafting
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...
by Hafting
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 ...
by Hafting
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...
by Hafting
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...
by Hafting
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...
by Hafting
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 ...
by Hafting
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...
by Hafting
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...
by Hafting
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...
by Hafting
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...