I can't reproduce any such problem, but I have only Qt-6.10. Maybe it's somehow related to Qt-6.11.
Anybody else seen this?
Search found 3486 matches
- Tue Jun 23, 2026 12:15 am
- Forum: General discussion
- Topic: lag when opening city dialog
- Replies: 3
- Views: 1397
- Sat Jun 20, 2026 7:34 pm
- Forum: General discussion
- Topic: lag when opening city dialog
- Replies: 3
- Views: 1397
Re: lag when opening city dialog
Does this happen always, or only when you open a city dialog for the very first time after launching the game?
What does 'Help' -> 'About Freeciv' say about the Qt version?
What does 'Help' -> 'About Freeciv' say about the Qt version?
- Tue Jun 16, 2026 11:43 pm
- Forum: Test Builds
- Topic: Windows Installer test builds (freeciv-3.3 / msys2 / meson)
- Replies: 32
- Views: 353680
Re: Windows Installer test builds (freeciv-3.3 / msys2 / meson)
New freeciv-3.3 Windows (msys2) build with meson, from sources of 16-Jun-26 (3.2.94.4-alpha2+260616), commit 'f1ce1af163', available at https://files.freeciv.org/packages/windows/testing/cazfi/installer_msys2/snapshots/meson/freeciv-3.3/ Change log since previous snapshot build: gitlog-2cd41090d9..f...
- Fri Jun 12, 2026 2:23 am
- Forum: Rulesets and modpacks
- Topic: Using improvements to make other improvements obsolete
- Replies: 9
- Views: 12747
Re: Using improvements to make other improvements obsolete
Even when you cannot build Barracks II by yourself, you may conquer a city with one.Dino the Dinosore wrote: ↑Thu Jun 11, 2026 8:36 pmSince you can't build Barracks II without having Gunpowder, isn't that redundant?
- Thu Jun 11, 2026 3:53 am
- Forum: Gameplay
- Topic: Water, fire, air and dirt! Partial_Invis, how does that work?
- Replies: 4
- Views: 19450
Re: Water, fire, air and dirt! Partial_Invis, how does that work?
I use v2.6 because it's the last version that works with a 32-bit processor. Last freeciv version with 32-bit Windows ("win32") builds available is 3.0. For other OSes 32-bit builds should still work even from development version. https://sourceforge.net/projects/freeciv/files/Freeciv%203...
- Fri Jun 05, 2026 4:39 pm
- Forum: Test Builds
- Topic: Windows Installer test builds (freeciv-3.2 / msys2 / meson)
- Replies: 42
- Views: 456530
Re: Windows Installer test builds (freeciv-3.2 / msys2 / meson)
New freeciv-3.2 Windows (msys2) build with meson, from sources of 04-Jun-26 (3.2.4+-260604), commit 'b76a59124e', available at https://files.freeciv.org/packages/windows/testing/cazfi/installer_msys2/snapshots/meson/freeciv-3.2/ Change log since 3.2.4: gitlog-3.2.4..b76a59124e.log Change log since p...
- Sat May 30, 2026 4:37 am
- Forum: General discussion
- Topic: Demographics report, population ranking question
- Replies: 1
- Views: 3023
Re: Demographics report, population ranking question
Each point of city size brings more population than the previous one.
Squaring the size for the score might be a bit extreme, but one big city is supposed to give more points than many small cities.
Squaring the size for the score might be a bit extreme, but one big city is supposed to give more points than many small cities.
- Mon May 25, 2026 6:03 am
- Forum: Single player
- Topic: Coinage not working
- Replies: 2
- Views: 10621
Re: Coinage not working
Can you attach a savegame where I can reproduce/see the problem myself?
- Sun May 24, 2026 12:49 am
- Forum: Test Builds
- Topic: Windows Installer test builds (freeciv-3.4 / msys2 / meson)
- Replies: 12
- Views: 207152
Re: Windows Installer test builds (freeciv-3.4 / msys2 / meson)
New freeciv main development branch Windows (msys2) build with meson, from sources of 23-May-26 (3.3.90.12-dev-260523), commit '18d45e3418', available at https://files.freeciv.org/packages/windows/testing/cazfi/installer_msys2/snapshots/meson/freeciv-3.4/ Change log since previous snapshot build: gi...
- Wed May 20, 2026 5:34 pm
- Forum: Rulesets and modpacks
- Topic: More (probably) silly questions
- Replies: 23
- Views: 40186
Re: More (probably) silly questions
The failing sanity checks seem like you have some unit or city that would see stealth ("invisible") units further away than non-stealth units. That makes no sense, and is not supported.