Search found 28 matches

by John Campbell
Mon Aug 10, 2026 12:07 am
Forum: Contribution
Topic: Typo fix (3.2.5)
Replies: 4
Views: 28318

Re: Typo fix (3.2.5)

I'm too lazy to spend five minutes fixing it manually, but not to spend fifteen minutes messing with bash, sed, and diff to automate it, apparently. Here's a patch for the translation files: --- ../freeciv-3.2.5/translations/core/ar.po 2026-07-09 17:17:29.000000000 -0400 +++ translations/core/ar.po ...
by John Campbell
Sat Aug 08, 2026 10:32 pm
Forum: Contribution
Topic: Typo fix (3.2.5)
Replies: 4
Views: 28318

Re: Typo fix (3.2.5)

Also just realized it's in all the translations/core/*.po files, too, which I'm too lazy to individually patch.
by John Campbell
Sat Aug 08, 2026 9:36 pm
Forum: Contribution
Topic: Typo fix (3.2.5)
Replies: 4
Views: 28318

Typo fix (3.2.5)

I just noticed a typo in the autogenerated help text. Here's a quick patch against 3.2.5 to fix it: --- ../freeciv-3.2.5/client/helpdata.c 2026-07-09 17:15:23.000000000 -0400 +++ client/helpdata.c 2026-08-08 17:27:12.671712771 -0400 @@ -3176,14 +3176,14 @@ cat_snprintf(buf, bufsz, /* TRANS: indented...
by John Campbell
Sun Aug 02, 2026 11:36 pm
Forum: Art and tilesets
Topic: Hovercraft for Amplio
Replies: 1
Views: 13279

Hovercraft for Amplio

So I needed a hover landing craft for my ruleset, and the only image I could find for one in the various extended tilesets here isn't very good (it's taken from a photo, and the angle is wrong for iso), so I made one of my own.
lcac.png
lcac.png (13.07 KiB) Viewed 13279 times
It's based on U.S. DoD imagery, so it's public domain.
by John Campbell
Sat Jul 11, 2026 4:51 am
Forum: Rulesets and modpacks
Topic: Disasters and AI
Replies: 3
Views: 4557

Re: Disasters and AI

While I finish updating my custom ruleset from v2.6 to v3.0, I may as well post my latest question. Disasters in my ruleset are disabled by certain improvements. But the AI never actually builds these improvements, so most of their cities get taken out by disasters. While I'm open to other suggesti...
by John Campbell
Wed Jun 24, 2026 6:29 pm
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 11
Views: 66251

Re: Using improvements to make other improvements obsolete

Hmm. Bumbi has finished building Curtain Walls. Bumbi is building Airport as suggested by the advisor. ... Year: 1892 CE ... Year: 1894 CE ... Bumbi is selling City Walls (obsolete) for 60. Learned Advanced Flight. Our scientists focus on Photography; goal is Television. Year: 1896 CE So yeah. You c...
by John Campbell
Fri Jun 19, 2026 9:15 pm
Forum: Single player
Topic: Trade Routes Domestic (Classic Ruleset)/Only Foreign (Civ2Civ3-Ruleset)
Replies: 2
Views: 22158

Re: Trade Routes Domestic (Classic Ruleset)/Only Foreign (Civ2Civ3-Ruleset)

--- civ2civ3/game.ruleset 2025-07-24 00:20:36.949100065 -0400 +++ classic/game.ruleset 2025-07-24 00:20:36.803098897 -0400 @@ -603,16 +516,16 @@ [trade] settings = { "type", "pct", "cancelling", "bonus" - "National", 0, "Cancel", "Non...
by John Campbell
Wed Jun 17, 2026 4:22 pm
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 11
Views: 66251

Re: Using improvements to make other improvements obsolete

However City Walls that were already built don't immediately get sold off like Barracks did. They remain, and remain effective, until you actually build Curtain Walls Okay yeah, this is what I'm going for with my Sanctuaries! And it looks like your obsolete_by format is the same as mine, so at leas...
by John Campbell
Mon Jun 08, 2026 9:38 pm
Forum: Rulesets and modpacks
Topic: Using improvements to make other improvements obsolete
Replies: 11
Views: 66251

Re: Using improvements to make other improvements obsolete

I have something similar with walls, where I have a series of progressively more advanced walls that take progressively more advanced Artillery units to bypass, so there's an arms race between offensive and defensive technology. But I don't want walls to just vanish when the tech to build better one...
by John Campbell
Sat Jun 06, 2026 8:46 pm
Forum: Gameplay
Topic: Water, fire, air and dirt! Partial_Invis, how does that work?
Replies: 5
Views: 96050

Re: Water, fire, air and dirt! Partial_Invis, how does that work?

Prior to 3.1, yeah, that was all there was to it. 3.1 changed how stealth works. It removed the Partial_Invis flag and added a vision_layer field and different vision layers: Main, Subsurface, and Stealth. Units that aren't vision_layer = "Main" are stealthy, but there's now a distinction ...