Search found 119 matches

by bard
Wed Jul 14, 2021 12:35 am
Forum: Rulesets and modpacks
Topic: Question for you who copy sandbox
Replies: 5
Views: 1983

Re: Question for you who copy sandbox

Most of the ideas working well for single player setup wouldn't work for a multiplayer game. Partisans is a a good example of this. Very nice for a single player game but not that good for a multiplayer setup where the players try to find loopholes. I agree about the differences between single and ...
by bard
Mon Jul 05, 2021 2:53 am
Forum: Wishlist
Topic: Obligatory hard action requirements you want dropped
Replies: 9
Views: 3002

Re: Obligatory hard action requirements you want dropped

Yes, we don't have a way to test such a thing with our current enabler system. All you can do is put unit type or class in actor_reqs and filter its native terrains by target_reqs (e.g. "TerrainClass", "Local", "Land", TRUE; "TerrainType", "Mountains&quo...
by bard
Sun Jul 04, 2021 6:01 pm
Forum: Wishlist
Topic: Obligatory hard action requirements you want dropped
Replies: 9
Views: 3002

Re: Obligatory hard action requirements you want dropped

I'm testing action enablers in v3.0, and I'm loving the new possibility to fine tune the attack and bombard actions, but there is something I'm being unable to implement: Is it possible to make units that can bombard non-native terrain, but they can not attack it? For example, a ship (native to ocea...
by bard
Sun Jul 04, 2021 5:50 pm
Forum: Rulesets and modpacks
Topic: Question for you who copy sandbox
Replies: 5
Views: 1983

Re: Question for you who copy sandbox

In my case, I like to check sandbox to see examples of how to implement new features, no matter if they fit civ2civ3 style/balance or not. If the implementation seems balanced for civ2civ3, I like to try to import it for my own version of the ruleset. If not, I still try to see if I could use some o...
by bard
Wed Jun 02, 2021 11:31 pm
Forum: Help wanted
Topic: Wanted: Hard action requirements that could be made obligatory
Replies: 4
Views: 2643

Re: Wanted: Hard action requirements that could be made obligatory

Even when you prefer doing the update manually (for better formatted ruleset, preserving your comments etc), you may do parallel update with freeciv-ruleup, so you can check, for reference, how it updated certain part of the ruleset. Nice feature, I didn't know that ruledit tool was able to automat...
by bard
Fri May 21, 2021 1:00 am
Forum: Help wanted
Topic: Wanted: Hard action requirements that could be made obligatory
Replies: 4
Views: 2643

Re: Wanted: Hard action requirements that could be made obligatory

Every time I start modding a new version of freeciv, I read the whole topic "Changes in what a 3.x ruleset can do", and the wiki "How to update a ruleset from 3.x to 3.y". They are very useful. I recently ported my custom ruleset from 2.6 to 3.0 and the guide works like a charm. ...
by bard
Wed Apr 21, 2021 12:54 am
Forum: Rulesets and modpacks
Topic: Multi-shot Diplomats/Explorers in civ2civ3 considered harmful
Replies: 8
Views: 3864

Re: Multi-shot Diplomats/Explorers in civ2civ3 considered harmful

Ah, ok, thanks. Then I suppose no further changes needed for v3.0. My comments were also ment about possibilities for future versions (either 3.1, or "earth" submod). I still don't know if people (and developers) want me to keep introducing changes to civ2civ3 ruleset now that is going to ...
by bard
Tue Apr 20, 2021 2:01 pm
Forum: Rulesets and modpacks
Topic: Multi-shot Diplomats/Explorers in civ2civ3 considered harmful
Replies: 8
Views: 3864

Re: Multi-shot Diplomats/Explorers in civ2civ3 considered harmful

After thinking about it, your 4 suggestions looks to me like the best alternatives too. But I can't find a combination that I fully like. 1) Change the reward for Marco Polo's Embassy to something that you might want. Sticking with the Trade theme, maybe give the city that build it double (or triple...
by bard
Fri Apr 16, 2021 9:26 pm
Forum: Rulesets and modpacks
Topic: Multi-shot Diplomats/Explorers in civ2civ3 considered harmful
Replies: 8
Views: 3864

Re: Multi-shot Diplomats/Explorers in civ2civ3 considered harmful

I agree this might be a game breaker issue. Current implementation of tech-leak makes embassies more important in the early stages of game than anything else. When I added "multi-shot" diplomat/explorers in 3.0, my plan was to use the new "tech_leak_pct" (https://www.hostedredmin...
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: 15600

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...