Search found 8 matches

by diligentcircle
Sun Nov 24, 2019 11:53 pm
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 1297

Re: Macrociv ruleset for Freeciv

Sad news: I just tested out the fuel solution and surprisingly it ran perfectly fine for the most part, but the AI is even worse with it. AI players just refuse to do anything with the newly fueled units (at least in v2.6). I actually also noticed that the "goto" command was acting funky t...
by diligentcircle
Sun Nov 24, 2019 9:59 pm
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 1297

Re: Macrociv ruleset for Freeciv

Ooh, the "Coasts" flag sounds perfect! Actually, I'm wondering something, does the AI actually handle fuel properly in v3.0? My experiments with implementing a fuel system in v2.6 seemed to cause the AI to just never send out units at all (I wasn't doing anything too crazy, just giving boa...
by diligentcircle
Sun Nov 24, 2019 7:03 pm
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 1297

Re: Macrociv ruleset for Freeciv

Yeah, I do like the look of Retire_Pct, but it has a hardcoded limit imposed where it won't take effect if there are enemy units nearby, so it won't have predictable results. Though, if you want my two cents – I don't think some random chance to lose an entire boat and everything on board is a good ...
by diligentcircle
Sun Nov 24, 2019 3:50 pm
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 1297

Re: Macrociv ruleset for Freeciv

I did notice frag adjustment, but of course I'm using v2.6 so I can't use v3.0 stuff yet. I actually considered splitting the years into months, but decided it wouldn't really give any benefits to Macrociv. That's cool that you can define seasonal effects that way, though it would make it take unrea...
by diligentcircle
Sun Nov 24, 2019 3:53 am
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 1297

Re: Macrociv ruleset for Freeciv

Yeah, I know. :lol: Honestly what bothers me isn't so much the number of years as the number of turns. In the real world a nuclear war would be quick. I'm thinking like 3-4 turns max of nuclear war for total destruction (assuming enough nuclear weapons are available). Quick, but just long enough to ...
by diligentcircle
Sat Nov 23, 2019 3:44 pm
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 1297

Re: Macrociv ruleset for Freeciv

In fact I did make nukes mostly indestructible, but I actually did that by not allowing any unit type to target it. Getting rid of fuel would be an easy way to make it slow. It would be a bit slower than I'd like though (imagine a nuclear warhead flying overhead for 20 years before finally hitting i...
by diligentcircle
Sat Nov 23, 2019 2:03 pm
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 1297

Re: Macrociv ruleset for Freeciv

Like I said, I didn't achieve exactly what I want, but what I ended up implementing is making it take ridiculously long to clean up fallout (108 turns to be exact), and terrain changes due to global warming and nuclear winter are more catastrophic. At the same time, nuclear weapons are a lot easier ...
by diligentcircle
Sat Nov 23, 2019 3:52 am
Forum: Rulesets and modpacks
Topic: Macrociv ruleset for Freeciv
Replies: 15
Views: 1297

Macrociv ruleset for Freeciv

I just wanted to share this thing I've been working on for... uh, almost a month. :lol: One could easily argue that I sank too much time into this. Anyway, it can be downloaded here: https://github.com/onpon4/macrociv/releases Macrociv is a ruleset that builds on Civ2Civ3, but it changes the game dr...