Search found 644 matches
- Mon Nov 28, 2022 1:35 pm
- Forum: Freeciv-web
- Topic: River movement mechanics
- Replies: 15
- Views: 17312
Re: River movement mechanics
My comment was directed to ihnatus speculating about bringing effects system, and requirement lookups via it, to play. Well, we have an effect dependent move bonus That's several orders of magnitude cheaper. It just adds to movement points of the unit in the beginning of the turn. Having effect in ...
- Mon Nov 28, 2022 8:25 am
- Forum: Freeciv-web
- Topic: River movement mechanics
- Replies: 15
- Views: 17312
Re: River movement mechanics
Yes, checking road flag is (relatively) fast; just lookup of one bit. My comment was directed to ihnatus speculating about bringing effects system, and requirement lookups via it, to play. Well, we have an effect dependent move bonus since some version, I don't think one more effect does really muc...
- Fri Nov 25, 2022 8:28 pm
- Forum: Freeciv-web
- Topic: River movement mechanics
- Replies: 15
- Views: 17312
Re: River movement mechanics
2. Rivers historically have marked borders because they are a natural barrier. As in, they are a barrier to movement when crossing, even if a convenience to movement when boating down the river. I thought about rivers as they are in Civ3, and other obstacles like walls. An obstacle is an entity tha...
- Wed Nov 16, 2022 5:32 pm
- Forum: Contribution
- Topic: Developer's request for comment: direct railway path
- Replies: 7
- Views: 8478
Re: Developer's request for comment: direct railway path
I would like to keep this condition computatively simple Technically, you already have a working GoTo function. This is all you need. Technically yes, we have unit pathfinder, but it's rather bulky (lot of malloc's and stuff) and I want everything that is tested in requirements to be maximally opti...
- Tue Nov 15, 2022 6:39 pm
- Forum: Contribution
- Topic: Developer's request for comment: direct railway path
- Replies: 7
- Views: 8478
Re: Developer's request for comment: direct railway path
Yes, probably that should be done: a unit class would have a parameter approach_measure = "ManhattanOrReal"|"Manhattan"|"Real"|"ManhattanAndReal"|"SinglePath"; the latter is proposal 1, all the rest is which distances are compared to see if next step...
- Tue Nov 15, 2022 1:06 pm
- Forum: Contribution
- Topic: Developer's request for comment: direct railway path
- Replies: 7
- Views: 8478
Re: Developer's request for comment: direct railway path
I don't know what are technical specifications, but I'd go with "1.2*landtiles > railtiles", where one is the number of tiles a unit would have to cross on the shortest land route between cities and the other is the number of railroad tiles that a unit will cross when going by rail. The n...
- Fri Nov 11, 2022 12:18 pm
- Forum: Contribution
- Topic: Developer's request for comment: direct railway path
- Replies: 7
- Views: 8478
Developer's request for comment: direct railway path
Request for comment in development of OSDN#46051 : if we implement CivII "connected by road/railway in a direct way" rules, what would count as "direct way"? CivII has a very twisted idea of it that hardly will be reproduced. My own ideas: Move diagonally always when the destinat...
- Mon Nov 07, 2022 10:40 pm
- Forum: General discussion
- Topic: Helicopter at sea attacked by AEGIS Cruiser
- Replies: 3
- Views: 6355
Re: Helicopter at sea attacked by AEGIS Cruiser
I am playing with the Classic ruleset, which states that the AEGIS Cruiser is a Sea class unit ( https://github.com/freeciv/freeciv/blob/master/data/classic/units.ruleset ) What you also should look at in the ruleset about can unit A attack unit B is "Attack" action enablers in game.rules...
- Thu Nov 03, 2022 1:04 pm
- Forum: Rulesets and modpacks
- Topic: How to mod the game to include unit limits?
- Replies: 13
- Views: 10984
Re: How to mod the game to include unit limits?
As I could find out, "DefendGood" is just doubles the want of building city defender that is calculated for "DefendOk" (without either flag, a unit is not considered one... wait, where do all these battleships come from?); also, "DefendGood" serve as king's bodyguards. ...
- Sun Oct 30, 2022 11:33 pm
- Forum: Rulesets and modpacks
- Topic: How to mod the game to include unit limits?
- Replies: 13
- Views: 10984
Re: How to mod the game to include unit limits?
before processing cities loop there should be some general accounting of the present unit forces, and then "want" for types that already have no where to apply themselves should be significantly reduced. That's what it does with workers (at least). Defenders are different in that we still...