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General discussion • How do you make a unit zigzag ?

When you want a unit to go somewhere, you press the `G` key then you click on the destination tile and let said unit find its way. All right.Now, is there a way to force one or several waypoints ?On...

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General discussion • Re: How do you make a unit zigzag ?

Waypoints are placed by the same 'g' key as used in the original activation of the goto mode. See Help -> Controls.Statistics: Posted by cazfi — Sun May 04, 2025 4:30 pm

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Rulesets and modpacks • Re: Checking if an resource is available on any road...

Currently, it is not available as a normal game feature; I have tried to work on it but I am currently mostly out of the project.Largely inspired by your former (proposed, unfinished) patches, I'm...

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Wishlist • Re: Big and small rivers

Big and small rivers can probably be made to connect, by putting a small river on any tile having a big river. Adjacent small rivers will then connect to the small river existing under the big...

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Rulesets and modpacks • Re: Changes in what a 3.4 ruleset can do

Upkeep_Factor effect requirement resolution now considers properties of individual units. RM #1313Statistics: Posted by cazfi — Tue May 06, 2025 6:35 pm

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Upcoming Releases • Re: Towards 3.1.5

NEWS-3.1.5 published.Statistics: Posted by cazfi — Thu May 08, 2025 8:44 pm

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Announcements • Stable release 3.1.5

3.1.5 is a generic bugfix release. See the full list of changes.Source code is available in the usual place. Compiled Windows packages aren't available yet, but should follow shortly; we'll post again...

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Announcements • Re: Stable release 3.1.5

Windows installers are now available.Statistics: Posted by cazfi — Fri May 09, 2025 8:34 pm

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Test Builds • Re: Windows Installer test builds (freeciv-3.4 / msys2 / meson)

New freeciv main development branch Windows (msys2) build with meson, from sources of 12-May-25 (3.3.90.2-dev-250512), commit '3d7dc41958', available at https://files.freeciv.org/packages/wind ......

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Rulesets and modpacks • Re: new rulesets offerred

New revised versions for freeciv 3.1.x. Tweaked some things, added the new government types Federation and Tribal from the 3.1 default Civ2Civ3 ruleset. Available from my dropbox...

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Tech support • icu-uc not found

Hi,I tried building Freeciv and can't get past this....checking for icu-uc... noconfigure: error: icu development files not found. Adjusting PKG_CONFIG_PATH may helpconfigure failedI'm using Cygwin...

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Tech support • Re: icu-uc not found

If you really want to use Cygwin, first see doc/INSTALL.Cygwin document in the source tree.But for compiling freeciv on Windows, msys2 is far superior environment to Cygwin. See...

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Gameplay • Re: Using /observe from saved/loaded file does not progress game

Seems I have to /set timeout in order for the game to progress.(Just have to remember to change /set autosave too.)i did it successfully! thanks for your guide!Statistics: Posted by 2eydh — Thu May...

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Tech support • Re: Load units in ships

I'm experiencing a bug that only frigates can load ships and more advanced units do not so if I upgrade to Ironclad or Transport (if is it not for Transport why this name?) it can't load units. This...

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General discussion • WW1 mod

I looked in Rulesets and modpacks and couldn't tell if there was a mod featuring WW1. I would like to see that starts in 1895, with a detailed naval arms race (see...

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Single player • Re: I cannot steal a technology

You can't steal technology because:1. Unit Issue: Only spies (not diplomats) can steal tech in some games.2. City Protection: Martial Law or courthouses can block theft.3. Peace/Alliance: Diplomatic...

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Tech support • Fast Unit Slide? How to slow down AI moves

This is probably a dumb question from a Freeciv noob but how do I slow down (visually) how quickly the AI moves its units? I'm not asking how to slow their advance or something, I'm referring to the...

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Tech support • Re: Fast Unit Slide? How to slow down AI moves

Game -> Options -> Local Client -> Graphics -> Unit movement animation time (milliseconds)Statistics: Posted by cazfi — Sat May 17, 2025 4:17 pm

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Rulesets and modpacks • Disbanding city - how is the supporting city of the...

I trird searching but could not find how the engine / ruleset decides what the supporting city of the resulting settler will be when I disband a city. It is not the nearest one, neither the most...

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Rulesets and modpacks • Re: Disbanding city - how is the supporting city of...

From the source code it seems like it should be the nearest city. Can you provide a savegame from which it's possible to reproduce a case where that's not true, for me to debug?Statistics: Posted by...

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