Search found 43 matches
- Mon Jul 27, 2026 7:29 am
- Forum: Art and tilesets
- Topic: Amplio2 extra_units
- Replies: 2
- Views: 471
Re: Amplio2 extra_units
Hooray!
- Sat Jul 25, 2026 4:58 am
- Forum: Art and tilesets
- Topic: Amplio2 extra_units
- Replies: 2
- Views: 471
Amplio2 extra_units
I'm making my own ruleset with v3.0.10, and I've finally come to the point where I have to assign unit sprites. Since I know every player has access to Amplio2, I've decided my graphic_alt images will be drawn from Amplio2, and mostly from the extra_units PNG. However, the accompanying extra_units S...
- Mon Jul 13, 2026 2:02 am
- Forum: Rulesets and modpacks
- Topic: Disasters and AI
- Replies: 3
- Views: 1340
Re: Disasters and AI
Got it! Looks like my idea was the inverse of what I actually need. (Not the first time that's happened.) Thank you both very much!
- Fri Jul 10, 2026 8:48 pm
- Forum: Rulesets and modpacks
- Topic: Disasters and AI
- Replies: 3
- Views: 1340
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 suggestio...
- Sun Jun 28, 2026 9:40 pm
- Forum: Community
- Topic: Hello from a new Freeciv player\!
- Replies: 2
- Views: 8012
- Sun Jun 28, 2026 4:59 am
- Forum: Rulesets and modpacks
- Topic: More (probably) silly questions
- Replies: 24
- Views: 57444
Re: More (probably) silly questions
Okay. It turns out the AI doesn't actually have a problem using my customized worker units, I just didn't wait long enough for it to start producing them. Once it finally starts cranking them out, they seem to work fine. And I haven't seen any "ai/default/aisettler" sanity checks in the la...
- Fri Jun 26, 2026 2:04 am
- Forum: Gameplay
- Topic: Water, fire, air and dirt! Partial_Invis, how does that work?
- Replies: 5
- Views: 49524
Re: Water, fire, air and dirt! Partial_Invis, how does that work?
Huh. I wasn't even aware this version of 3.0 existed! It takes a little longer to get past the "Starting local server..." message when I click "Start New Game", but otherwise it seems to work just fine.
Thank you very much, Cazfi!
Thank you very much, Cazfi!
- Tue Jun 16, 2026 5:26 pm
- Forum: Rulesets and modpacks
- Topic: Using improvements to make other improvements obsolete
- Replies: 11
- Views: 27413
Re: Using improvements to make other improvements obsolete
Update: I've rewritten how my Sanctuary works in the Effects file, to include True/False statements. [effect_sanctuary] type = "Health_Pct" value = 20 reqs = { "type", "name", "range", "present" "Building", "Sanctuary", "City...
- Tue Jun 16, 2026 5:09 pm
- Forum: Freeciv-web
- Topic: A few thoughts on Dragoon/Caravel
- Replies: 2
- Views: 26706
Re: A few thoughts on Dragoon/Caravel
For what it's worth, I don't think the Olympics should be a Wonder that goes obsolete, since there's both an ancient and a modern version. So it would have to be something that offers a modest benefit at all points in the game, which isn't already covered by any of the "pre-modern" Wonders.
- Tue Jun 09, 2026 3:03 am
- Forum: Rulesets and modpacks
- Topic: Using improvements to make other improvements obsolete
- Replies: 11
- Views: 27413
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...