Search found 16 matches

by Jacew
Tue Apr 11, 2017 8:21 pm
Forum: Rulesets and modpacks
Topic: There are some useless buildings in classic ruleset
Replies: 3
Views: 3173

Re: There are some useless buildings in classic ruleset

It's been quite a while since I've been in this forum, or even played freeciv. Anyway, I think I need to answer this... Sun Tzu's War Academy and Great Wall are among the most valuable wonders for me: Barracks are expensive -> When you maximize the science and try to hold against enemy, or even inva...
by Jacew
Wed Oct 07, 2015 3:00 pm
Forum: Rulesets and modpacks
Topic: about ZOC restrictions
Replies: 0
Views: 1893

about ZOC restrictions

Is there an option to modify/remove units ZOC? I just ended up a game where I was stationed on a narrow between two continents. An army of peaceful caravans and diplomats managed to cripple my entire empire by passing through in endless stream. Very annoying, and it really doesn't make much sense fo...
by Jacew
Tue Oct 06, 2015 10:16 pm
Forum: Single player
Topic: How many cities are reasonable?
Replies: 16
Views: 11881

Re: How many cities are reasonable?

Against AI, expanding fast, building as many cities as possible and conguering as much land as possible is sure way to victory. I always play with Cheating AI because with that cutthroat style, AI on Hard-level gives no competition.
by Jacew
Tue Oct 06, 2015 10:05 pm
Forum: Contribution
Topic: Windows testing
Replies: 103
Views: 56945

Re: Windows testing

About Windows related testing. Has there been any progress with this:

bug:23861

Problem has to be with changes in 2.5.1 because version 2.5.0 works.

EDIT: To clarify the problem. Network game works. Trying to start a local game, scenario or load a local game; Client hangs up on main screen.
by Jacew
Tue Oct 06, 2015 4:19 pm
Forum: Contribution
Topic: Improved function for calculating City Population
Replies: 0
Views: 2080

Improved function for calculating City Population

Representing citys populace could be significantly improved by weighting it against food in granary to produce more fluid and nicer population growth. My idea was to tweak the original function, but after a long trial and error with unsatisfactory results I gave up and made my own. Original Freeciv ...
by Jacew
Tue Oct 06, 2015 12:25 pm
Forum: Wishlist
Topic: Defense bonus depending on unit direction
Replies: 2
Views: 2604

Re: Defense bonus depending on unit direction

My idea is about introduce an unit direction information. Unit direction will change to direction directly to defender, while attacking(attack cost move point). Unit direction has been there since freeciv-2.4, but the only tileset having separate sprites for each orientation is cimpletoon. What? Is...
by Jacew
Sun Oct 04, 2015 6:32 pm
Forum: Rulesets and modpacks
Topic: Trait values
Replies: 4
Views: 3818

Re: Trait values

Ozor Mox wrote:From the traits wiki page it looks like 2.6 will allow you to set a range, so setting that for the default traits would effectively be a randomise traits option.


That's great.
by Jacew
Sun Oct 04, 2015 6:23 pm
Forum: Rulesets and modpacks
Topic: Why is "no killstack" bad?
Replies: 18
Views: 12045

Re: Why is "no killstack" bad?

Killstack is realistic. Imagine drops build a camp and what? Only some units will stay alert in this camp. Other units are rest, The units on alert would raise an alarm and all troops would go to fight I think? Anyway, reasoning that is a bit redundant. Since Civs "unit" consist probably ...
by Jacew
Tue Sep 29, 2015 4:33 pm
Forum: Rulesets and modpacks
Topic: Why is "no killstack" bad?
Replies: 18
Views: 12045

Re: Why is "no killstack" bad?

I am against killstacks because they aren't realistic. Its not like an entire army will just lay down and die when one of their defensive units dies. And its also unrealistic to suggest that "if they can beat this, they can beat the others just as easily" because More Dakka really does wo...
by Jacew
Tue Sep 29, 2015 4:08 pm
Forum: Rulesets and modpacks
Topic: Trait values
Replies: 4
Views: 3818

Re: Trait values

but my experience has been that like with any AI related rule change, one should not change it much from the default or the AI breaks completely. So Traits are currently rather unusable? That, I think, is most imortant part that should be worked on in Freeciv. With Traits fixed, there should also b...