Search found 28 matches

by soundnfury
Sat Dec 03, 2022 3:18 am
Forum: Wishlist
Topic: Realistic paratroopers
Replies: 3
Views: 5614

Re: Realistic paratroopers

This is definitely possible with the current freeciv engine, because Aviation ruleset already has it :) However before 3.0 it was difficult to make it work well because of the lack of actionenablers (needed to prevent paratroopers from doing things like attacking without getting out of the plane fir...
by soundnfury
Sat Dec 03, 2022 3:08 am
Forum: Wishlist
Topic: Mutually Assured Destruction
Replies: 13
Views: 9146

Re: Mutually Assured Destruction

3. As a more realistic MAD, maybe players just put rockets on bases and the strikes are all scripted? I've been experimenting with something a bit like this in Aviation, where if a city gets nuked the city contains the building 'QRA Hut' the city contains least one bomber with a nuclear bomb unit l...
by soundnfury
Fri Mar 04, 2022 8:30 am
Forum: Wishlist
Topic: Connectivity and resources
Replies: 4
Views: 5760

Re: Connectivity and resources

That sounds like a lot of work, but we could get at least some of the value of strategic resources without implementing the connectivity side of it; just have a requirement that tests whether the resource is on any workable (or perhaps worked?) tile within the City, Continent, Player or Alliance ran...
by soundnfury
Fri Mar 04, 2022 4:41 am
Forum: Wishlist
Topic: Attacker LowFirepower bonus
Replies: 0
Views: 2664

Attacker LowFirepower bonus

I would like a unittype bonus that does the same to attacker's FirePower as LowFirepower (previously FirePower1) does to the defender. The other bonuses (Defense{Multiplier,Divider}[Pct]) are (somewhat) symmetric between attacker and defender, but not this one. My use-case for this: in Aviation, mos...
by soundnfury
Sat Nov 20, 2021 1:02 pm
Forum: Wishlist
Topic: Bombard limiter effect
Replies: 0
Views: 2637

Bombard limiter effect

Currently, a unit being bombarded can be damaged all the way to 1HP. I would like an effect to raise that limit, probably to a percentage of the unit-type's max HP. For instance, a ruleset could have a city improvement "Concrete Bunker" that made it so that bombarding units couldn't reduce...
by soundnfury
Sat Nov 20, 2021 5:21 am
Forum: Wishlist
Topic: Consistent NoUpgrade flag
Replies: 2
Views: 1450

Consistent NoUpgrade flag

In my ruleset, I have a NoUpgrade flag that controls the Upgrade action, so that some units can be obsoleted (to declutter the build list) without being able to be upgraded (which e.g. in some cases bypasses an impr_req on the new unit). [actionenabler_upgrade_unit] action = "Upgrade Unit"...
by soundnfury
Fri Oct 15, 2021 9:59 am
Forum: Wishlist
Topic: Use trade from previous TC in traderoute bonus calculation
Replies: 3
Views: 3231

Re: Use trade from previous TC in traderoute bonus calculation

That's what you get with the server setting trade_revenue_style value CLASSIC. The formula for the trade a city receives from a traderoute. Is that one-time revenue, though, or ongoing trade? Or does it control both? The relevant section of "Math of Freeciv" on the wiki appears not to hav...
by soundnfury
Wed Oct 06, 2021 10:39 am
Forum: Wishlist
Topic: Use trade from previous TC in traderoute bonus calculation
Replies: 3
Views: 3231

Use trade from previous TC in traderoute bonus calculation

The one-time revenue from Establish Trade Route or Enter Marketplace depends on the trade of the source (and destination) cities. But this trade depends on worker placement at the time the action is performed, meaning the player can make temporary changes to boost (or minimise) revenue, then change ...
by soundnfury
Tue Jun 08, 2021 7:14 pm
Forum: Wishlist
Topic: Mass air raids
Replies: 1
Views: 3462

Re: Mass air raids

Your first part reminds me of Civ III's "armies" mechanic, where (iirc) if you had a Great Leader, you could stack several units into an Army which moved and fought as a single unit (and obtained some benefits as a result, though I forget exactly what). As for the "more realistic"...