Search found 193 matches

by Ignatus
Tue Jul 16, 2019 9:11 pm
Forum: Longturn
Topic: The signups for LT49 are open
Replies: 8
Views: 156

Re: The signups for LT49 are open

wieder wrote:Yes. Finally we'll have once again a game where the rules are not changed after the game has started :)

We hope :lol:
Ok, I'll play.
by Ignatus
Mon Jul 15, 2019 7:16 pm
Forum: Wishlist
Topic: Connectivity and resources
Replies: 1
Views: 49

Re: Connectivity and resources

5. An amendment should be made to require Harbor in both coastal cities. Either we require that both connectors must reach another end or for the required building introduce some flag "ConnectorDestRequired". 6. With this system we can have some different trade route concept for routes bet...
by Ignatus
Sun Jul 14, 2019 5:58 pm
Forum: Wishlist
Topic: Connectivity and resources
Replies: 1
Views: 49

Connectivity and resources

Connecting to strategic resources (henceforth luxuries included) and to other cities is a central topic of Civ3 that was enough good to be includet into consequent commercial games. Here are ideas how to bring it into Freeciv. 1. In terrain.ruleset, to the [resource_*] sections we append "strat...
by Ignatus
Sun Jul 14, 2019 1:38 pm
Forum: Wishlist
Topic: "City Defense" unit and drafting
Replies: 1
Views: 44

Re: "City Defense" unit and drafting

Probable correction: instead of growing health, we probably should put another units. Maybe it distracts player's attention from normal units and uses more memory, but it allows considerable part of troops storming a strong city to survive. Also, it increases other characteriatics like the opportuni...
by Ignatus
Sun Jul 14, 2019 10:32 am
Forum: Rulesets and modpacks
Topic: A way to make Civ3 rivers
Replies: 1
Views: 65

Re: A way to make Civ3 rivers

Ah, the move bonus here won't work. Units use the fastest road present, they give speed and the bonus works only between turns.
by Ignatus
Sat Jul 13, 2019 4:13 pm
Forum: Wishlist
Topic: "City Defense" unit and drafting
Replies: 1
Views: 44

"City Defense" unit and drafting

A development of my older suggestion that seems easier to realize. We introduce a unit role "CityDefense" and a city-ranged effect "City_Defense". Each city with nonzero value of the effect (or sum of the effect and "City_Defense_per_Specialist" × number of specialists ...
by Ignatus
Sat Jul 13, 2019 3:20 pm
Forum: Wishlist
Topic: Requirements for Civilization III Ruleset
Replies: 11
Views: 1936

Re: Requirements for Civilization III Ruleset

I remember in CivIII the same great wonder could been completed by many civilizations and many civs can have the same great wonder at the same time. I don't remember number or formula, but I think it depend on civilization amount at start of game. Example could be: Civ_count_at_start / 3 (for examp...
by Ignatus
Fri Jul 12, 2019 4:14 pm
Forum: Single player
Topic: civ2 "key civ" science rule??
Replies: 3
Views: 52

Re: civ2 "key civ" science rule??

So, we don't have "key civ", just the techs are cheaper from their full cost (in some rulesets) with each player/player with your embassy/team knowing it, no matter what colour.
by Ignatus
Fri Jul 12, 2019 2:45 pm
Forum: Wishlist
Topic: Several ideas about vision
Replies: 1
Views: 38

Re: Several ideas about vision

4. Give some Lua API to show maps, get map from a hut.

5. Related to (1) - "Steal Plans" Civ3-like action: show where all the other civ units are at this moment.
by Ignatus
Fri Jul 12, 2019 1:09 pm
Forum: Wishlist
Topic: Several ideas about vision
Replies: 1
Views: 38

Several ideas about vision

1. In a client, when a unit goes out of sight either leaving our vision or when our vision shifts, let the unit sprite remains where we last know it was! At least until the end of the turn, like in most other games. If we want to make a path through that tile, we remove the sprite manually, and mayb...