Search found 107 matches

by bard
Tue Oct 30, 2018 6:34 am
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 18
Views: 649

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: 18
Views: 649

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: 18
Views: 649

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: 18
Views: 649

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: 17
Views: 756

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: 17
Views: 756

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: 372

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...
by bard
Wed Oct 10, 2018 10:22 pm
Forum: Single player
Topic: Turn change in v2.6
Replies: 4
Views: 372

Turn change in v2.6

In previous versions, if playing in "concurrent mode", when a unit was ordered to fortify or to build a tile improvement (requiring 1 turn), and then "end turn" was pressed, the action was finished at the start of the next turn, before the AI units could attack it. It was possibl...
by bard
Fri Sep 21, 2018 4:56 pm
Forum: Art and tilesets
Topic: Art wanted for showcasing game engine features (2.6+)
Replies: 60
Views: 19983

Re: Art wanted for showcasing game engine features (2.6+)

Can someone explain me these columns/rows? I see 2 bears, columns not matching, a black panther and a leopard that look pretty much the same (for the last 2 rows). Are the 3 other rows above even relevant? Added a polar bear btw... I need about 5 min to add a new animal for Amplio (all pictures CC0...
by bard
Tue Jul 24, 2018 2:15 am
Forum: Art and tilesets
Topic: Art wanted for showcasing game engine features (2.6+)
Replies: 60
Views: 19983

Re: Art wanted for showcasing game engine features (2.6+)

Ok, my mistake. It seems to work as you say. Given all of which, I'm curious how your tests turned out... I think my misunderstanding while testing was caused by animals being able to kill units in surrounding tiles out of their home terrains. When I placed an explorer in desert near a snake and it ...