Search found 902 matches

by Corbeau
Sat Mar 09, 2019 6:20 pm
Forum: Freeciv-web
Topic: Freeciv-Web Longturn Game 19 STARTING
Replies: 1
Views: 102

Re: Freeciv-Web Longturn Game 19 STARTING

Some more details, please?
Bugs were fixed for “illegal” actions

What does this mean?

Three “broken” Wonders were re-balanced to be useful again.

Which three?

Air unit “Unreachable exploits” were mildly corrected.

How?
by Corbeau
Mon Mar 04, 2019 11:43 pm
Forum: General discussion
Topic: Possible bug with tech upkeep
Replies: 2
Views: 412

Re: Possible bug with tech upkeep

Can someone clarify or confirm this? It seems that tech upkeep takes into account the number of bulbs acquired/produced/researched during the game, not the (base) cost of all the techs the nation is in possession of . This would mean that tech upkeep does not decrease if a tech is lost due to negati...
by Corbeau
Fri Mar 01, 2019 9:48 am
Forum: Freeciv-web
Topic: Middle-Earth multiplayer scenario
Replies: 7
Views: 317

Re: Middle-Earth multiplayer scenario

You may want to reduce the science completely. The right feel of LOTR is a scientific swamp. It's static and basically nothing changes in that regard.
by Corbeau
Wed Feb 27, 2019 7:52 pm
Forum: Freeciv-web
Topic: Defence against bribery?
Replies: 2
Views: 121

Re: Defence against bribery?

If you mean bribing units, simply stack two or more on the same tile.

If you mean inciting cities, the not-100%-sure defence is having your diplomat in the city.
by Corbeau
Sat Feb 23, 2019 9:00 pm
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1917

Re: Combat_Rounds effect: to kill or to survive?

I'm not sure we are discussing the same thing. I'm saying that a Dragoon going around killing Workers shouldn't advance many - if any - veteran levels, while a Phalanx unit barely surviving the Dragoon attack should have a fair chance to get a veteran level, even if it didn't kill the Dragoon.
by Corbeau
Sat Feb 23, 2019 6:10 pm
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1917

Re: Combat_Rounds effect: to kill or to survive?

Well, it would move toward my request, but it would be a step back regarding Ignatus' fear of abuse (if I understood it right) and toward the present situation where you can build a large amount of cheap and weak units to train your (unofficial) ally's attack unit without him being in danger of los...
by Corbeau
Sat Feb 23, 2019 3:59 pm
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1917

Re: Combat_Rounds effect: to kill or to survive?

Let's get serious. So, I propose that the chance for veterancy gain is calculated as follows: A(ttacker) = Att_strength * HP * FP D(efender) = Def_strength * HP * FP Defender_vet_gain_chance = A / (A + D) Attacker_vet_gain_chance = D / (A + D) This would only be the BASE gain chance. It would be adj...
by Corbeau
Sat Feb 23, 2019 3:50 pm
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1917

Re: Combat_Rounds effect: to kill or to survive?

Would it be possible to implement one more setting, where a unit that doesn't kill can also gain experience? As of freeciv-3.0 that should have minimum changes to existing system, wouldn't it suffice to leave the only_killing_makes_veteran FALSE and to reduce veteran chance to offset the fact that ...
by Corbeau
Sat Feb 23, 2019 3:22 pm
Forum: Rulesets and modpacks
Topic: Combat_Rounds effect: to kill or to survive?
Replies: 32
Views: 1917

Re: Combat_Rounds effect: to kill or to survive?

Would it be possible to implement one more setting, where a unit that doesn't kill can also gain experience? For example, a unit that survives against overwhelming odds should be awarded somehow (because they definitely gained experience). The criteria may be that the probability of gaining experien...
by Corbeau
Sat Feb 23, 2019 3:13 pm
Forum: Wishlist
Topic: unitwaittime: a pairs of ideas to soften it
Replies: 3
Views: 127

Re: unitwaittime: a pairs of ideas to soften it

There was a lot of discussion on the Longturn Discord server(s) about this. Zoltan has already made some patches, but I'm not sure anymore which exactly. I think that now we have a unit- work -time. This means, if it's 10 hours, if a worker starts doing something 1 hour before TC, it will finish 9 h...