Search found 3330 matches
- Wed Jun 11, 2025 3:53 am
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.4 ruleset can do
- Replies: 4
- Views: 6421
Re: Changes in what a 3.4 ruleset can do
Shield2Gold_Pct (former Shield2Gold_Factor) requirements resolution now considers properties of the individual unit RM #1349
- Tue Jun 10, 2025 6:02 pm
- Forum: Multiplayer / Online gaming
- Topic: Multiplayer question
- Replies: 1
- Views: 841
- Mon Jun 09, 2025 9:02 pm
- Forum: Upcoming Releases
- Topic: Towards 3.2.0-RC1
- Replies: 1
- Views: 1020
Re: Towards 3.2.0-RC1
Blocking issues can be seen from https://redmine.freeciv.org/issues/1309
- Mon Jun 09, 2025 6:13 pm
- Forum: Upcoming Releases
- Topic: Towards 3.2.0-RC1
- Replies: 1
- Views: 1020
Towards 3.2.0-RC1
I don't know if it's a sign that people have not been trying freeciv-3.2 betas, or of that they are already in a very good shape, but we've got almost no reports about issues with freeciv-3.2. Thus we are already heading towards final 3.2.0 release (there's not going to be beta3), first with a relea...
- Mon Jun 09, 2025 1:24 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.3 ruleset can do
- Replies: 50
- Views: 187723
Re: Changes in what a 3.3 ruleset can do
Specialists related Lua scripting methods added RM #1464
- Sun Jun 08, 2025 8:03 am
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.4 ruleset can do
- Replies: 4
- Views: 6421
Re: Changes in what a 3.4 ruleset can do
New CityStatus requirement type value CapitalConnected RM #1373 This is the first ruleset author visible feature of the new accessarea concept. For example, if ruleset uses unit able to move only Roads as the unit determining the access areas, then CityStatus CapitalConnected will be true for those ...
- Thu Jun 05, 2025 4:58 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.4 ruleset can do
- Replies: 4
- Views: 6421
Re: Changes in what a 3.4 ruleset can do
Introduced superspecialists concept. RM #1375
Superspecialists are typically much better than regular specialists, but player can't turn workers to superspecialists at will. Instead, superspecialists are granted via methods like lua scripting, or they are present in a scenario city.
Superspecialists are typically much better than regular specialists, but player can't turn workers to superspecialists at will. Instead, superspecialists are granted via methods like lua scripting, or they are present in a scenario city.
- Wed Jun 04, 2025 8:47 pm
- Forum: Tech support
- Topic: icu-uc not found
- Replies: 8
- Views: 10127
Re: icu-uc not found
I have no idea what could be the problem. You're the first one to report such Qt-client problems on Win11.
Does it give any output if you run it (freeciv-qt.cmd, to get plugins directory right) from the console?
Does it give any output if you run it (freeciv-qt.cmd, to get plugins directory right) from the console?
- Wed Jun 04, 2025 2:12 am
- Forum: Test Builds
- Topic: Windows Installer test builds (freeciv-3.4 / msys2 / meson)
- Replies: 3
- Views: 12377
Re: Windows Installer test builds (freeciv-3.4 / msys2 / meson)
New freeciv main development branch Windows (msys2) build with meson, from sources of 04-Jun-25 (3.3.90.3-dev-250604), commit '5e0d93002c', available at https://files.freeciv.org/packages/windows/testing/cazfi/installer_msys2/snapshots/meson/freeciv-3.4/ Change log since previous snapshot build: git...
- Mon May 26, 2025 3:55 pm
- Forum: Contribution
- Topic: autoworkers improvement - how to get some data
- Replies: 2
- Views: 7621
Re: autoworkers improvement - how to get some data
First you have to decide what property makes a road type a "railroad" for your purposes. Then e.g. extra_type_list_iterate(extra_type_list_by_cause(EC_ROAD), pextra) { if (pextra->wanted_property || extra_road_get(pextra)->wanted_property) { // pextra is an interesting road type extra } } ...