Freeciv
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===General===
 
===General===
   
* Set ruleset format of every file to <tt>options = "+Freeciv-2.4-ruleset"</tt>.
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* Set ruleset format of every file to <tt>option = "+Freeciv-2.4-ruleset"</tt>.
   
* Terrain colors (used for the minimap etc) now come from the ''terrain.ruleset'' file, rather than the tileset on the client side. Add the colors as RGB (red/green/blue) values:
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* Terrain colors are now saved in the ''terrain.ruleset'' file. Add the colors as RGB (red/green/blue) values:
 
color.r = 0
 
color.r = 0
 
color.g = 0
 
color.g = 0
 
color.b = 200
 
color.b = 200
   
* Similarly, player colors now come from the ''game.ruleset'' using a table (playercolors.colorlist). They are also defined as RGB (red/green/blue) values:
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* Player colors are now saved in the ''game.ruleset'' using a table (playercolors.colorlist). They are also defined as RGB (red/green/blue) values:
 
colorlist =
 
colorlist =
 
{ "r", "g", "b"
 
{ "r", "g", "b"
 
255, 0, 0
 
255, 0, 0
 
}
 
}
:You also need to specify a 'background' color.
 
   
* You should specify a default government for the ruleset (especially if you want to use the standard nations, which no longer do). In nations.ruleset:
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* You should specify a default government for the ruleset (especially if you want to use the standard nations). In nations.ruleset:
 
[compatibility]
 
[compatibility]
 
default_government = "Despotism"
 
default_government = "Despotism"
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"MinSize", "8", "City"
 
"MinSize", "8", "City"
 
}
 
}
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=== Lua ===
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  +
* replace the following lua access structures in the lua script (default.lua and script.lua):
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** unit tile: replace ''unit.tile'' by ''unit:tile()''
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** city tile: replace ''city.tile'' by ''city:tile()''
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** city size: replace ''city.size'' by ''city:size()''
   
 
==Possibly needed updates==
 
==Possibly needed updates==
   
  +
The following describes things you might need to consider, depending on your ruleset.
You should consider whether each of the following apply to your ruleset; without attention, these changes could break the behaviour of some (in some cases, most) existing rulesets.
 
   
 
* The setting min_dist_bw_cities has been removed in favour of the server option citymindist. If your game.ruleset set this, you need to add or edit your [settings] section. For example, remove:
 
* The setting min_dist_bw_cities has been removed in favour of the server option citymindist. If your game.ruleset set this, you need to add or edit your [settings] section. For example, remove:
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}
 
}
   
 
* ''(late change)'' Veteran levels' effect on diplomat/spy combat now comes directly from power_fact in the veteran system, rather than being a fixed calculation based on veteran level -- see {{gna|19850}}. You may want to add custom veteran levels for your diplomatic units, as your normal power_fact is likely to be too powerful for diplomatic combat.
* If you used per-unit veteran levels, you can now fill in all the properties (including raise_chance and work_raise_chance), and indeed will need to in order to stop the server complaining, even if you want the same values as the game-wide veteran system.
 
 
* A new effect "Irrig_Possible" determines where irrigation can happen, so that it's no longer hardcoded to being near oceans/rivers/other irrigation. So if you want the old behaviour you must add this effect (of course you can take the opportunity to be more flexible).
 
 
* ''(late change)'' Veteran levels' effect on diplomat/spy combat, and on spies' chance of escape, now comes directly from power_fact in the veteran system, rather than being a fixed calculation based on veteran level -- see {{gna|19850}} and {{gna|20022}}. You may want to add custom veteran levels for your diplomatic units, as your normal power_fact is likely to be too powerful for diplomatic combat (usually a bonus of no more than 20% is advisable for diplomatic effects).
 
   
 
===Effects===
 
===Effects===
   
There's an effect of buildings like the Statue of Liberty where Has_Senate is rendered powerless -- it does not block declaration of war.
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There's an effect of buildings like the Statue of Liberty where Has_Senate is rendered powerless -- it does not block declaring of war.
   
 
In 2.3, this behaviour was tied to the "Any_Government" effect. As of 2.4, it's moved to the "No_Anarchy" effect, because that's more logical. ({{gna|19107}})
 
In 2.3, this behaviour was tied to the "Any_Government" effect. As of 2.4, it's moved to the "No_Anarchy" effect, because that's more logical. ({{gna|19107}})
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===General===
 
===General===
   
* The ''cities.ruleset'' field now contains a section '''citizen''' with the configuration for the citizens.
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* The ''cities.ruleset'' fiels now contain a section '''citizen''' with the configuration for the citizens.
 
* There are two new tech_cost_styles, 3 and 4. See default/game.ruleset for details.
 
   
 
===Units===
 
===Units===
 
* As noted above, the veteran system has been generalised, so that you can set all the parameters on a per-unit basis (previously the raise_change/work_raise_chance settings were ruleset-wide). This means that you can now more usefully have different numbers of veteran levels in the default and per-unit veteran systems (previously this didn't work very well). See Workers/Engineers in the experimental ruleset for an example. Also, the maximum number of veteran levels has been increased from 10 to 20.
 
 
* Recursive transports are supported (up to depth 5).
 
 
* It's no longer mandatory to specify a "move_type" for unit classes -- if you don't, the server infers it from native terrain/special types.
 
 
===Effects===
 
 
* New requirement range "CAdjacent", like Adjacent but only for cardinally-adjacent tiles.
 
 
* "CityTile" now supports Adjacent and CAdjacent ranges.
 
 
[[Category:Editing rulesets]]
 
[[Category:Editing rulesets]]
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