Search found 15 matches
- Sun Feb 11, 2024 8:49 pm
- Forum: Wishlist
- Topic: Generalized effects for the spy escape teleports
- Replies: 0
- Views: 1479
Generalized effects for the spy escape teleports
I would like the "spy escape" effects to be customizable by the ruleset. Some benefits of the feature requested here are: Units like "marksman/snipers" can also use an escape-to-nearest-city-or-base effect after attacking The ruleset can decide if spies teleport to the capital, t...
- Sun Feb 11, 2024 8:43 pm
- Forum: Wishlist
- Topic: Effects for Action-ranges, nr of targets and target-selection
- Replies: 0
- Views: 1397
Effects for Action-ranges, nr of targets and target-selection
I feel that having effects to specify the ranges for bombardment and for paradropping would be valuable. It would for example allow: Paratroopers on mountains to have a paradrop range of 3. Paratroopers in cities or on airbases to have a paradrop range of 6. Paratroopers in cities or on airbases to ...
- Sun Feb 11, 2024 8:23 pm
- Forum: Wishlist
- Topic: Add Action_Success_Actor/Target_Kill_Pct effects
- Replies: 0
- Views: 1411
Add Action_Success_Actor/Target_Kill_Pct effects
Feature request to add the following actions (similar to the existing Action_Success_Actor_Move_Cost and Action_Success_Target_Move_Cost effects); Action_Success_Actor_Kill_Pct The chance (in percent) that a unit dies when it successfully performs an action. Evaluated and done after the action is su...
- Sun Feb 11, 2024 8:05 pm
- Forum: Wishlist
- Topic: Allow immediate unit-conversion in ruleset
- Replies: 3
- Views: 1900
Re: Allow immediate unit-conversion in ruleset
Is there a specific reason you prefer certain unit conversions to be immediate, and have you considered the potential impact on game balance with this change? Yes, the example of conversion from "Transported Missile" to "Launched Missile" is an example where I feel it would be v...
- Sat Dec 16, 2023 2:41 pm
- Forum: Wishlist
- Topic: Allow immediate extra addition/removal in ruleset
- Replies: 1
- Views: 1424
Allow immediate extra addition/removal in ruleset
Similar to http://forum.freeciv.org/f/viewtopic.php?t=94696&sid=b0873b23688e82888cb251a77dd9a2fb, but for adding and removing of extras. For my own ruleset I'm specifically interested in "free pillaging" that allows units to destroy certain improvements and move on in the same turn (pi...
- Sat Dec 16, 2023 2:36 pm
- Forum: Wishlist
- Topic: Allow immediate unit-conversion in ruleset
- Replies: 3
- Views: 1900
Allow immediate unit-conversion in ruleset
Converting units happens at end-turn, so converting units always takes at least 1 turn, even if the required movement points is zero or if the requesting unit has more movement points than required for the conversion. This behaviour is fine for many conversions, but I would like to have the option t...
- Tue Oct 31, 2023 8:28 pm
- Forum: Wishlist
- Topic: Feature request: Teleport on out-of-fuel
- Replies: 2
- Views: 8872
Re: Feature request: Teleport on out-of-fuel
Ranged actions also sounds like a good way of reducing micromanagement. Looking forward to seeing that feature in the new versions.
- Sun Oct 15, 2023 8:04 pm
- Forum: Wishlist
- Topic: Feature request: Unrefuelable units
- Replies: 5
- Views: 7925
Re: Feature request: Unrefuelable units
Thanks for opening the tickets; tracking the total lifetime of the unit (and putting a maximum on it) sounds like a proper solution. A (lua) script to track launches is also possible (for human players). It's actually quite easy for launched missiles that only exist 1 turn; just remove all units of ...
- Sun Oct 15, 2023 2:55 pm
- Forum: Wishlist
- Topic: Feature request: Teleport on out-of-fuel
- Replies: 2
- Views: 8872
Feature request: Teleport on out-of-fuel
When an unit runs out of fuel, then it disappears/gets destroyed. I would like to set other out-of-fuel behaviours in a ruleset for some units, for example teleporting back to the last location where the unit was fuelled or teleporting to the nearest location with fuel available. The last location c...
- Sun Oct 15, 2023 2:30 pm
- Forum: Wishlist
- Topic: Feature request: Unrefuelable units
- Replies: 5
- Views: 7925
Feature request: Unrefuelable units
I'm working on a ruleset where I would like to implement missiles as a combination of two different types of units: - "transported missile" - "launched missile" The transported type is the default unit, and it gets converted into the launched type when the missile gets launched. ...