congift.blogg.se

Freeciv disable advisor
Freeciv disable advisor




freeciv disable advisor

Land barbarians: Horsemen (without tech), Knights, Musketeers, Cannons, or Partisans.In civ2civ3 and classic rules, each stack has a Barbarian Leader and some military units:

FREECIV DISABLE ADVISOR UPDATE

(Freeciv 2.1.x might have had glitches, but recent versions of Freeciv seem to correctly update the map in the client playing the barbarians.) You also receive a map of the nearest city, so you can direct your new barbs toward the nearest civilization. When you get a barbarian uprising, the stack of units appears on your map. You want to exploit these uprisings and conquer cities, but you also want to manage your cites like a regular civ. You defected to the barbarians or pirates, because their ability to inspire uprisings gives them a permanent advantage over other civilizations. You were formerly a tactician for one of the world's major civilizations. To disable the AI, change ai.control=1 to ai.control=0. Inside the save file, a barbarian player has a section with nation="Barbarian" and either ai.is_barbarian=1 or ai.is_barbarian=2. You can decompress your save file, then open it in some text editor. A save file is an ordinary, compressed text file. This section is obsolete, because recent versions of Freeciv allow you to toggle the barbarian AI without editing the save file.īack in Freeciv 2.1.x, /aitoggle Genseric failed with, "Cannot toggle a barbarian player." The only way to disable the barbarian AI in 2.1.x was to edit a saved game. (Another way is to /set autotoggle 1 to automatically toggle AI when you switch civs.)

freeciv disable advisor

Use another aitoggle to give your old civ to the AI. Then enter /aitoggle "Anne Bonny" to disable the pirate AI. To defect, enter a command like /take "Anne Bonny", or use the Editor (Edit Mode) to switch sides. If you are defecting from a regular civ, you might prepare some cities for the pirates to conquer.

  • You might defect after the pirates have a city.
  • The risk is that you die if the first stack of pirates can't capture a city.
  • You might defect as soon as the pirates "gain a leader".
  • Dangerous times may lie ahead." You can also enter /list in chat to check if barbarians exist. "Pirates gain a leader by the name Anne Bonny. When the game creates a barb civ, it messages all players and observers. (The land barbs stop having uprisings after the other civs take all the huts and fill the land with cities.) It is better to play the pirates, because there are more uprisings from water tiles. In Freeciv 2.2, the sea barbarians became pirates. There are 2 barb civs, land barbarians and sea barbarians. (TODO: find and link to the instructions for an AI game without human players.) You may also want to change 'barbarians' and 'onsetbarbs' to get more and earlier barbarian uprisings. The default for 'allowtake' is "HAhadOo". When you defect, you enter commands in chat: /take Genseric to switch civs and /aitoggle Genseric to disable the barbarian AI. The basic idea is to add the letter 'b' to the server option 'allowtake'. You may play a regular civ, and defect to the barbarians after they appear or you may observe an AI game (with no human players). You either need a saved game with barbarians, or you need to start a new game and wait for barbarians to appear. which would be fine, but it's annoying when the advisor constantly tries to build Occupation Government buildings.You can't take the barbarians at the beginning of the game, because they don't exist until the first uprising. This could also factor into AI decisions about which buildings to build. Second: A "priority" field that would also allow ruleset authors to pick a priority for buildings. Prioritization would still be possible by ordering the buildings within the ruleset files. It would instead skip to the next one or, if there are no buildings possible, straight to coinage. Two potential solutions popped up in a Discord discussion around this.įirst: A building flag that only prevents the advisor from picking that building (such as NoAdvisor). Main point would be a way to prevent the advisor from building certain buildings, picked by the ruleset author. The advisor can't possibly know about when it's appropriate to build it, so it shouldn't try to build it at all. It's a regular building, but only built in very specific circumstances. As an example, the Occupation Government building in LTX. Is your feature request related to a problem? Please describe.Ĭurrently, the advisor doesn't know that certain buildings might be undesirable to auto-build.






    Freeciv disable advisor