Search found 43 matches

by FriendAtArms
Mon Jul 27, 2026 7:29 am
Forum: Art and tilesets
Topic: Amplio2 extra_units
Replies: 2
Views: 471

Re: Amplio2 extra_units

Hooray!
by FriendAtArms
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...
by FriendAtArms
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!
by FriendAtArms
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...
by FriendAtArms
Sun Jun 28, 2026 9:40 pm
Forum: Community
Topic: Hello from a new Freeciv player\!
Replies: 2
Views: 8012

Re: Hello from a new Freeciv player\!

Hello!
by FriendAtArms
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...
by FriendAtArms
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!
by FriendAtArms
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...
by FriendAtArms
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.
by FriendAtArms
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...