Search found 110 matches

by bard
Sun Feb 24, 2019 1:06 am
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1917

Re: Combat_Rounds effect: to kill or to survive?

I think this only_killing_makes_veteran is good enough for gameplay purposes, and to avoid possible exploits. One disadvantage, as pointed by Corbeau, is that veteran ranks would stop being "realistic", because units that survived many fights, damaging enemy units and losing hit points, wo...
by bard
Tue Feb 19, 2019 10:42 pm
Forum: Rulesets and modpacks
Topic: Earth scenario and civ2civ3 ruleset
Replies: 21
Views: 18192

Re: Earth scenario and civ2civ3 ruleset

It started as an attempt to make freeciv (based on civ2) more similar to civ3, but there are several features from civ3 that can not be implemented in freeciv, and many others that can not be exactly equal, so it ended as something in between. Since then, I just try to use in the mod the new feature...
by bard
Tue Feb 19, 2019 1:29 am
Forum: Rulesets and modpacks
Topic: Earth scenario and civ2civ3 ruleset
Replies: 21
Views: 18192

Re: Earth scenario and civ2civ3 ruleset

It is an interesting modification. Thank you for posting it here, nef.
I'm still not sure if I will make another version of this modpack, but if so, I'll test what you say.
by bard
Tue Oct 30, 2018 6:34 am
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1917

Re: Combat_Rounds effect: to kill or to survive?

I'm liking this linear approach too. A bit complex for me, but I think the formulation is solid, if I understood... Vulnerable tile: something between - With 2 units: P(survive) + (1/6) * P(kill) - With many units: P(survive) Non-vulnerable tile: - With 2 units: P(survive) + (1/4) * P(kill) - With m...
by bard
Sun Oct 28, 2018 5:19 pm
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1917

Re: Combat_Rounds effect: to kill or to survive?

P(survive)+MAX(P(win)-0.25, 0) If I understood right, this formula would allow to chose as defender a unit with 66% to kill and 33% to die (I think those numbers would be possible for units with low remaining hp), over a unit with 99% to survive and 0% to kill. Choosing as defender units with more ...
by bard
Thu Oct 25, 2018 1:11 am
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1917

Re: Combat_Rounds effect: to kill or to survive?

It often would be just much more advantageous to fight a battle which is 1% lost and 99% won than one that is 100% drawn. I agree, but it is not possible to calculate mathematically the chance to die that is worth risking in order to kill the enemy. It might depend on the cost of each unit, the cha...
by bard
Sat Oct 20, 2018 2:27 am
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1917

Re: Combat_Rounds effect: to kill or to survive?

I'd vote to use always the defender with more chances to survive. I'd be annoyed if my unit was killed because it was automatically selected instead of another defender that would have survived. However, I have not tested this feature yet. I admit you have a good point about giving free veterancy, I...
by bard
Sun Oct 14, 2018 6:14 pm
Forum: Longturn
Topic: Ruleset complexity discussion
Replies: 18
Views: 1816

Re: Ruleset complexity discussion

Yeah, I know LT made lots of changes. I tried to keep track of them for some time, until LT40 or so, but one single change can have so much effect in freeciv, that it is hard to evaluate a ruleset unless you play it, and I have never played a LT game, so I'm probably not the best person to discuss a...
by bard
Sun Oct 14, 2018 3:59 am
Forum: Longturn
Topic: Ruleset complexity discussion
Replies: 18
Views: 1816

Re: Ruleset complexity discussion

Interesting discussion. My 2 cents as creator of civ2civ3 ruleset... Let me share a list of the main principles that I find important for ruleset design, and strategy games in general: - When players face a choice, and there is a mathematical way to know which choice is clearly better, then it is no...
by bard
Thu Oct 11, 2018 2:09 am
Forum: Single player
Topic: Turn change in v2.6
Replies: 4
Views: 1159

Re: Turn change in v2.6

Thank you, that's it. I'm liking the movement of AI before the goto moves. But I'm not liking the AI attacking before the fortify action is taken into account. It has a big impact in gameplay, and it makes fortifications very different from concurrent multiplayer games. I think the same result of th...