Search found 21 matches
- Wed Jun 25, 2025 12:31 am
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 13140
Re: Why won't the AI make nukes or aircraft?
Anyway, it's not hard to get AI to build aircraft (just remove whatever guards there is protecting AI from that), but it would be very hard to get AI to use those aircrafts sensibly once it has built them, i.e., not to lose masses of them to out-of-fuel. How do I remove those guards? I am completel...
- Mon Jun 23, 2025 4:29 pm
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 13140
Re: Why won't the AI make nukes or aircraft?
Guys, I think I found out how to make the AI capable of building planes. I was looking through the files in /ai/default/aiair.cpp, and it seems like this line of code disables the AI from making airplanes (line 436): // This AI doesn't know to build planes if (has_handicap(pplayer, H_NOPLANES)) { re...
- Sun Jun 22, 2025 11:44 am
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 8
- Views: 8727
Re: New Trade Ruleset for more comprehensive trading system
It's some development, not stable, format anyway: options="+Freeciv-ruleset-Devel-2017.Jan.02" So would not work with any stable freeciv version. Could I not just adjust that line? I don't see too much of a difference between the code bases. Most of the rules etc is based off the civ2civ3...
- Sun Jun 22, 2025 12:25 am
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 8
- Views: 8727
Re: New Trade Ruleset for more comprehensive trading system
This looks cool and I will likely have more comments after I look at it deeper. I also implemented a fully fleshed out system of trade goods in my dino2 ruleset, and want to compare the implementation details. I was not able to actually try it in a game, got error messages - Could not find included...
- Sat Jun 21, 2025 2:23 am
- Forum: Community
- Topic: Personality type and ruleset preference
- Replies: 13
- Views: 95832
Re: Personality type and ruleset preference
Re. trade goods - I'm likely mis-remembering Civ I, it's been too long. I didn't know about them being added in freeciv-3.0 - I've been waiting for the official beta release to start playing with it, will check it out. I actually made a Ruleset that does this very thing, and provides bonuses for ce...
- Sat Jun 21, 2025 2:17 am
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 8
- Views: 8727
Re: New Trade Ruleset for more comprehensive trading system
I also made a change to the Earth-Small.scenario in order to utilize this ruleset with a few changes, downloadable here. Main changes: -Uses the Rexlimit ruleset -Separates the world into various areas through ocean tiles or impassable terrains. This isolates American and African civilizations from ...
- Sat Jun 21, 2025 1:48 am
- Forum: Rulesets and modpacks
- Topic: New Trade Ruleset for more comprehensive trading system
- Replies: 8
- Views: 8727
New Trade Ruleset for more comprehensive trading system
================================= Economy Ruleset for Freeciv21, v3.0 ================================= OBJECTIVES: ----------- - This ruleset is fundamentally based off the civ2civ3 ruleset, refer to that for overall scheme. The objective of this Ruleset is as follows: - Make infinite city spam und...
- Wed Jun 18, 2025 6:45 pm
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 13140
Re: Why won't the AI make nukes or aircraft?
(Well, there was an experiment with strong AI playing Freeciv, but that is not going to be supplied with the regular distribution and that was not an AI you can launch on your old laptop.) Anywhere I can download or use this strong AI? I've seen a few studies and would like to try them out: https:/...
- Mon Jun 16, 2025 6:01 pm
- Forum: Single player
- Topic: Why won't the AI make nukes or aircraft?
- Replies: 9
- Views: 13140
Why won't the AI make nukes or aircraft?
Okay, I can understand the AI massing phalanges, pikemen, musketeers, riflemen.
But the AI does not make aircraft, doesn't make nukes and by the modern era it becomes way too easy to take on the AI. Is there a way to change this, or should I look into playing multiplayer?
But the AI does not make aircraft, doesn't make nukes and by the modern era it becomes way too easy to take on the AI. Is there a way to change this, or should I look into playing multiplayer?
- Thu Jan 02, 2025 3:38 am
- Forum: Wishlist
- Topic: Make spies spawn partisans/Fanatics
- Replies: 0
- Views: 12731
Make spies spawn partisans/Fanatics
Does anyone know how to code this into a game?
Basically, you can activate a spy in a town at a fixed rate, and it will spawn groups of 2 to 3 partisans/fanatics as barbarians. Each time you do it there's a chance that the spy will get caught.
Basically, you can activate a spy in a town at a fixed rate, and it will spawn groups of 2 to 3 partisans/fanatics as barbarians. Each time you do it there's a chance that the spy will get caught.