Search found 219 matches

by Ignatus
Sun Sep 15, 2019 12:39 am
Forum: General discussion
Topic: Discuss, please: Delayed GoTo and Real Turn-Based Game
Replies: 16
Views: 170

Re: Discuss, please: Delayed GoTo and Real Turn-Based Game

My own idea: since player of alliance A moved a unit into sight of a unit of alliance B, this A's unit sight area (or even all tiles it has seen this turn) becomes alliance A's zone of initiative: any transferring of units of alliance B by paths including this area will be postponed for the next 10-...
by Ignatus
Sat Sep 14, 2019 6:37 pm
Forum: Art and tilesets
Topic: Improve the goto lines
Replies: 5
Views: 528

Re: Improve the goto lines

Reason I ask is one pet peeve I have is when I have two sea units stacked (e.g. a transport and a destroyer) and want both to goto the same location "together", the game will send on different paths to same location via two goto lines drawn on the map. Is there a way to "fix" th...
by Ignatus
Sat Sep 14, 2019 3:26 pm
Forum: General discussion
Topic: Discuss, please: Delayed GoTo and Real Turn-Based Game
Replies: 16
Views: 170

Re: Discuss, please: Delayed GoTo and Real Turn-Based Game

Secondly, and more importantly, however, this matters when multiple players build the same Great Wonder and finish it at the same time. I honestly have no idea how the game decides who gets it. Thirdly, and more relevant to the issue at hand, there's goto orders. At the beginning of a turn, all uni...
by Ignatus
Sat Sep 14, 2019 3:05 pm
Forum: Wishlist
Topic: More realistic gold spending: limited free workers, inflation, buying loyality
Replies: 0
Views: 16

More realistic gold spending: limited free workers, inflation, buying loyality

1. If a city is besieged by enemies and has only its central tile for productivity, whatever gold you do have in your central bank should not allow it to produce The Great Tank of Doom in one turn in this situation. (In Freeciv, unlikely to Civ3, city production is updated at the end of the owner's ...
by Ignatus
Fri Sep 13, 2019 2:45 pm
Forum: Community
Topic: [RANT] MP* rulesets are BORING!
Replies: 5
Views: 82

Re: [RANT] MP* rulesets are BORING!

Well, what is the problem with game pace? If you can do move for 30 seconds, you just do it and the rest of the day you live in the real world (I've heared it's cool!), or find another ways to have fun. If more time is needed, you spend more time; this can get uncomfortable in a very developed game ...
by Ignatus
Wed Sep 11, 2019 9:46 am
Forum: Wishlist
Topic: Requirements for Civilization IV ruleset
Replies: 4
Views: 204

Re: Requirements for Civilization IV ruleset

Spies: ⋅ In vanilla Civ4, they were limited in number to 4/civ. ⋅ Spies are invisible to other units until they fail a mission, so can't be attacked or interacted with any way. In BtS where spies appear much earlier, tbey are invisible to other units except other spies, and Great...
by Ignatus
Wed Sep 11, 2019 9:28 am
Forum: Wishlist
Topic: Requirements for Civilization IV ruleset
Replies: 4
Views: 204

Re: Requirements for Civilization IV ruleset

A bit more about CivIV city defense: * Cultural and buildings defense don't stack: the bigger one is applied in each case (including which suffers from the bombardment). * After a city is bombarded, it does not regenerate for current and the next turn (i.e. it's possible to bombard each second turn)...
by Ignatus
Tue Sep 10, 2019 7:47 pm
Forum: Longturn
Topic: LT48: Rules, ending, winning and other game settings
Replies: 7
Views: 63

Re: LT48: Rules, ending, winning and other game settings

Yes. Since I can remember, in commercial games domination victory is somewhere around 60%. With that territory, you can extreminate everybody else almost for sure. Before this, they still might unite and throw you back. But you may see reasons for an earlier game stopper, I did not dig much into it.
by Ignatus
Tue Sep 10, 2019 6:46 pm
Forum: Longturn
Topic: LT48: Rules, ending, winning and other game settings
Replies: 7
Views: 63

Re: LT48: Rules, ending, winning and other game settings

Corbeau wrote:0,5*(1+sqrt(n)) for n=16 is 2.5. Did you mean 1/(0,5*(1+sqrt(n))) (which would be 40%)?

Of course, I meant 0.5(1+sqrt(1/n)). But you probably know better.
by Ignatus
Tue Sep 10, 2019 2:30 pm
Forum: Longturn
Topic: LT48: Rules, ending, winning and other game settings
Replies: 7
Views: 63

Re: LT48: Rules, ending, winning and other game settings

One or more players control 1/sqrt(N) of overall land area on the map. Thus, with N=16, expand slightly better than average, conquer 3 newbies, and the winner is you? Even if the second one has an army ready to squish your emire's bloated body and weakened defenses? I think, this condition should b...