I like the idea, but presumably there should also be a mechanism for discovering the
paymaster? Perhaps if you bribed the unit, you would find out... if it retained the
nationality of the building city.
Search found 10 matches
- Wed May 17, 2017 8:46 pm
- Forum: Wishlist
- Topic: privateer unit
- Replies: 2
- Views: 2994
- Wed May 17, 2017 8:43 pm
- Forum: Wishlist
- Topic: Different Battle Ruleset - fight on tactical map instead of strategic [wish]
- Replies: 8
- Views: 6324
Re: Different Battle Ruleset - fight on tactical map instead of strategic [wish]
> I would prefer to make it simpler. > [...] > This is the best choice between killstack and non killstack. Why the binary choice? You could set a game-configurable fraction of the stack to be killed, or specify an extra 1 (or 2, 3, etc) unit(s) to die, chosen randomly. That would be simpler still, ...
- Mon May 15, 2017 10:02 pm
- Forum: Wishlist
- Topic: Apollo Program and the World Map
- Replies: 2
- Views: 3152
Re: Apollo Program and the World Map
> 1. The Apollo rule-set be changed to expose the world map to all players. > 2. Add a nation improvement (space port) should be required that would permit the launching > of satellites that would allow for a view of the world map and/or a satellite version of AWACS. In civ2civ3, I find that I am on...
- Mon May 15, 2017 9:25 pm
- Forum: Wishlist
- Topic: Mangrove forest and volcanos tiles
- Replies: 12
- Views: 10605
Re: Mangroves and Volcanoes
> location dependent disasters, they could be fun / You could probably do it via lua scripting. Having a look at the disaster section(s) in game.ruleset suggests that you could add all kinds of criteria (since e.g. earthquake requires local hills), but I assume that only cities are checked not misce...
- Mon May 15, 2017 8:01 pm
- Forum: Wishlist
- Topic: Unit suggestions
- Replies: 9
- Views: 13862
Re: on the lack of art
> Have you checked out chess /or stratege? The main problem with using an existing tileset is whether they have a selection of unit graphics which aren't currently in use. I wouldn't want to confuse my new mechanized giraffe cavalry unit with some musketeers, just because I had to re-use a graphic. ...
- Sat Apr 29, 2017 4:13 pm
- Forum: Wishlist
- Topic: Mangrove forest and volcanos tiles
- Replies: 12
- Views: 10605
Re: Mangroves and Volcanoes
But what are specialist mangrove tiles going to do in the game that doesn't already happen to some degree? Isn't a swamp on the coast more or less the same idea? If not, what's the difference going to be? Or do you just want the visuals with no substantive effect on the gameplay? (I guess I might as...
- Sat Apr 29, 2017 4:05 pm
- Forum: Wishlist
- Topic: Unit suggestions
- Replies: 9
- Views: 13862
Re: on the lack of art
Well, what do you want? The gameplay, or the visuals? I have my own very simple unit tiles, based loosely on standard military symbols; as such it's not difficult to add a new box/squiggle thing every time I add a new unit, however silly (rocket powered explosive suicide transports, for example). I ...
- Mon Apr 24, 2017 10:11 pm
- Forum: Wishlist
- Topic: 3D globe map
- Replies: 6
- Views: 6865
Re: 3D globe map
The most elegant solution is to rework the underlying machinery to work on triangles rather than squares or hexes (Any curved manifold can be characterized by its triangulation). This would allow quite naturally the most exotic of world shapes, but you'd need distortion-tolerant terrain tiles. Alern...
- Mon Apr 24, 2017 10:04 pm
- Forum: Wishlist
- Topic: Some new bigger ideas
- Replies: 3
- Views: 3420
Re: Some new bigger ideas
wrt: IV . Resources could been transported by caravans or other units I would really like to see a unit that could carry food, to enable (re)supply of cities who are about to suffer starvation. I guess we could add/have a unit flag that says or allows it to "Disband as Food" rather than as...
- Mon Apr 24, 2017 9:57 pm
- Forum: Wishlist
- Topic: SLAVERS!!!
- Replies: 28
- Views: 26657
Re: SLAVERS!!!
I've addressed this by simply adding a "Slave Worker" unit to the civ2civ3 ruleset; imo anything more complicated isn't really in the style of the abstract viewpoint of freeciv. They are slightly cheaper and slightly less effective version of ordinary workers; but are also capturable, sinc...