Search found 3477 matches
- Wed May 20, 2026 5:34 pm
- Forum: Rulesets and modpacks
- Topic: More (probably) silly questions
- Replies: 16
- Views: 17104
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.
- Tue May 19, 2026 10:42 pm
- Forum: Tech support
- Topic: Possible forum bug
- Replies: 1
- Views: 3707
Re: Possible forum bug
freeciv.org server is under extreme (relative to what it can handle) load, thanks to AI bots scraping information and spam bots.
- Tue May 19, 2026 10:39 pm
- Forum: Rulesets and modpacks
- Topic: More (probably) silly questions
- Replies: 16
- Views: 17104
Re: More (probably) silly questions
Usually you can add an "user unit class flag" that you give to all ship classes, and then make the effect requirement to be that unit class flag instead of any single class.John Campbell wrote: ↑Tue May 19, 2026 8:24 pmThis means that things like Port Facilities have to have repeated effects clauses for each class of ship, though.
- Sat May 16, 2026 2:38 am
- Forum: Contribution
- Topic: Converted scenarios from Civ2
- Replies: 1
- Views: 12839
Re: Converted scenarios from Civ2
There's quite a number of failing sanity checks after loading these, when sanity checking enabled in the freeciv server. You may want to build your freeciv with -Ddebug=true to check those. Likely related ticket I opened some time ago: https://redmine.freeciv.org/issues/2018 (but that addresses only...
- Sat May 16, 2026 12:16 am
- Forum: General discussion
- Topic: Strategic resources in freeciv
- Replies: 1
- Views: 2532
Re: Strategic resources in freeciv
The "access" part is missing, but works towards is progressing in freeciv-3.4 development branch. Custom ruleset, however, can add an "extra" requirement in a city or traderoute range for building a unit. Also "extras" can be made invisible until player knows certain te...
- Sat May 16, 2026 12:08 am
- Forum: Rulesets and modpacks
- Topic: More (probably) silly questions
- Replies: 16
- Views: 17104
Re: More (probably) silly questions
But when I go to the city's "Happiness" tab, the ToA's effect registers under the "Buildings" layer, not the "Wonders" layer. I think the Happiness display works with an unfortunate hardcoded mapping to the effect types. So it assumes that any "Make_Content" ...
- Wed May 13, 2026 11:20 pm
- Forum: Multiplayer / Online gaming
- Topic: Desync when rejoining long multiplayer game
- Replies: 2
- Views: 27787
Re: Desync when rejoining long multiplayer game
I’ve been playing a long Freeciv multiplayer match (around 6+ hours) with friends, and we noticed something strange when a player disconnects and then rejoins. After reconnecting, their game seems slightly out of sync — for example, unit positions or city production don’t fully match what other pla...
- Fri May 08, 2026 11:35 pm
- Forum: Rulesets and modpacks
- Topic: More (probably) silly questions
- Replies: 16
- Views: 17104
Re: More (probably) silly questions
Most rulesets still allow the replaced "normal" improvements to be present, its effects just not active, in such a cases where a wonder replaces an improvement. This is to allow player to be prepared for a loss or obsoletion of the wonder. To make building's effects inactive that way, just...
- Sun May 03, 2026 4:42 pm
- Forum: Tech support
- Topic: server crash due to issue in dai_manage_airunit ()
- Replies: 3
- Views: 17131
- Mon Apr 27, 2026 1:49 am
- Forum: Rulesets and modpacks
- Topic: Some (probably) silly questions
- Replies: 14
- Views: 27971
Re: Some (probably) silly questions
You have no "Tech_Cost_Factor" effect at all, meaning 0 is always used as the factor. I'm going to open a ticket to freeciv bug tracker about making this more easily detectable error. The unit graphics in the package are corrupt, so I couldn't load the tileset. I worked around that by sett...