Search found 3330 matches

by cazfi
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
by cazfi
Tue Jun 10, 2025 6:02 pm
Forum: Multiplayer / Online gaming
Topic: Multiplayer question
Replies: 1
Views: 841

Re: Multiplayer question

Yes.
by cazfi
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
by cazfi
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...
by cazfi
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
by cazfi
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 ...
by cazfi
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.
by cazfi
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?
by cazfi
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...
by cazfi
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 } } ...