Search found 3477 matches

by cazfi
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.
by cazfi
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.
by cazfi
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

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.
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.
by cazfi
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...
by cazfi
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...
by cazfi
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" ...
by cazfi
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...
by cazfi
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...
by cazfi
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...