Some (probably) silly questions
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FriendAtArms
- Posts: 13
- Joined: Thu Apr 16, 2026 9:35 pm
Re: Some (probably) silly questions
I know this has got to be an even bigger pain for you than it is for me. Thank you for the help you've offered so far.
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 setting unit "alt" graphics tags to something that can be found from standard tilesets. I'd recommend such a setup also in your official version.
The only warning I saw loading the ruleset is:
"2: /fast/freeciv/rulesets/3rd/nineages/game.ruleset: unused entry: ruledit.description_"
I also got some warnings about corrupted UTF-8 text characters, likely from the tileset (maybe corrupted just in the transfer, alomng the graphics):
"Invalid string conversion from UTF-8 to UTF-8: Invalid or incomplete multibyte or wide character."
The unit graphics in the package are corrupt, so I couldn't load the tileset. I worked around that by setting unit "alt" graphics tags to something that can be found from standard tilesets. I'd recommend such a setup also in your official version.
The only warning I saw loading the ruleset is:
"2: /fast/freeciv/rulesets/3rd/nineages/game.ruleset: unused entry: ruledit.description_"
I also got some warnings about corrupted UTF-8 text characters, likely from the tileset (maybe corrupted just in the transfer, alomng the graphics):
"Invalid string conversion from UTF-8 to UTF-8: Invalid or incomplete multibyte or wide character."
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FriendAtArms
- Posts: 13
- Joined: Thu Apr 16, 2026 9:35 pm
Re: Some (probably) silly questions
Hooray, I'm (technically) contributing to Freeciv!I'm going to open a ticket to freeciv bug tracker about making this more easily detectable error.
So tech_cost_factor...is an effect. Which should be in the Effects file. Ahhhhhhhhhh. Okay. I can see it in the Effects file for "Classic", now that I know what to look for. Thank you very much!
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FriendAtArms
- Posts: 13
- Joined: Thu Apr 16, 2026 9:35 pm
Re: Some (probably) silly questions
As for the rest:
- I've made a note about the alt graphics. But I haven't changed any graphics for the past couple of weeks, so I don't think that's what causes the freeze-and-crash at "Turn Done".
- From what I understand, the description_ line in the Game file should refer to the ReadMe. I'll put a blank document in there until I've got something worth writing an actual ReadMe about.
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FriendAtArms
- Posts: 13
- Joined: Thu Apr 16, 2026 9:35 pm
Re: Some (probably) silly questions
By combing through my old files and comparing them with my current ones, I discovered my problem in the Effects file:
I somehow deleted the part which sets the "Size_Adj" effect. Which apparently only kicks in on Turn 2, and which is apparently a load-bearing piece of the game. So in case the community didn't know that before...now it does.
So, next question. If the AI is Easy or Handicapped, I want its default status to be Neutral when you first meet them, instead of War. (I suppose Ceasefire would work for my purposes too, if Neutral's impossible for some reason.) Would that be something I'd do in the Effects file, as a Gain_AI_Love effect?
I somehow deleted the part which sets the "Size_Adj" effect. Which apparently only kicks in on Turn 2, and which is apparently a load-bearing piece of the game. So in case the community didn't know that before...now it does.
So, next question. If the AI is Easy or Handicapped, I want its default status to be Neutral when you first meet them, instead of War. (I suppose Ceasefire would work for my purposes too, if Neutral's impossible for some reason.) Would that be something I'd do in the Effects file, as a Gain_AI_Love effect?