Search found 49 matches

by ahfretheim
Tue May 20, 2014 5:17 pm
Forum: Wishlist
Topic: Bridges? Bridges!
Replies: 3
Views: 4120

Re: Bridges? Bridges!

The way bridges and other naval constructions are built in real life is these big barges with huge pile drivers and drills on them that push stilts in to the sea floor. A unit that describes reality that way would probably make the most sense. In addition to being able to build bridges, these could ...
by ahfretheim
Tue May 20, 2014 5:12 pm
Forum: Wishlist
Topic: Longer Tech Tree
Replies: 10
Views: 9272

Re: Longer Tech Tree

Is there some text file somewhere in the library where I could maybe add some of this stuff myself? That's what we call rulesets (you probably already are familiar with selection of supplied rulesets: default, experimental, multiplayer, civ1, civ2). See green "Creative Content" box on fre...
by ahfretheim
Mon May 19, 2014 11:02 pm
Forum: Wishlist
Topic: Longer Tech Tree
Replies: 10
Views: 9272

Longer Tech Tree

It seems like all the techs in my games get researched by 1700 or so, occasionally a little later, and from that point forward it's just all "future techs". Would it really be that much trouble to add some more units, maybe futuristic units or jet aircraft (we have the stealth aircraft, bu...
by ahfretheim
Mon May 19, 2014 10:56 pm
Forum: Wishlist
Topic: Better Starting Point Selection Algorithm
Replies: 2
Views: 3018

Re: Better Starting Point Selection Algorithm

Have you tried using the "Tiles Per Player" map size definition? That should let you play with more than 20 players and not have to worry about it being to crowded. There's an idea! I may try that. Thanks! I like to play with a huge number of players and raging hordes of barbarians! :lol:
by ahfretheim
Sun May 18, 2014 1:13 am
Forum: Wishlist
Topic: Additional Government Types
Replies: 12
Views: 11212

Additional Government Types

Hi all! It seems to me that only 5 types of government is a bit limited, even though I know you tried very hard to capture everything in those five. I think it might make for a much more interesting game if a few additional were included. I took the time to write down 3 that came to mind. I don't kn...
by ahfretheim
Sat Apr 05, 2014 10:20 pm
Forum: Wishlist
Topic: Better Starting Point Selection Algorithm
Replies: 2
Views: 3018

Better Starting Point Selection Algorithm

I've found that if you select more than 20 players at the beginning of the game, there's no way FreeCiv can find starting positions for them, and instead throws an error. This means that if you want a real kick-in-the-door kind of world with lots of combat, diplomacy, et cetera from the start (histo...
by ahfretheim
Sat Apr 05, 2014 10:16 pm
Forum: Single player
Topic: After turn 100 pirates come with muskets
Replies: 14
Views: 15414

Re: After turn 100 pirates come with muskets

I've found that you CAN beat the pirates with muskets even with phalanx or pikemen if you have sufficient city walls, fortifications, et cetera. It will disrupt your expansion for a few turns, but isn't that kind of the point? Just make sure to have lots of gold for rush buying.
by ahfretheim
Sat Apr 05, 2014 10:09 pm
Forum: Longturn
Topic: Longturn
Replies: 84
Views: 84462

Re: Longturn

Longturn gaming is online multiplayer(not Freeciv-web) with 24-hour-turns, so a big group of people from all over the world could theoretically play together. You log on at least once a day and make your moves, maybe have a conversation with the leader of a different civilization etc... That sounds...
by ahfretheim
Sat Apr 05, 2014 9:42 pm
Forum: Wishlist
Topic: Abolish Sea and Continent Identification Number
Replies: 5
Views: 5685

Re: Abolish Sea and Continent Identification Number

I'm seconding this! While I don't know for sure (I suppose it is possible that some sort of pre-existing object is present where all the information in the object is displayed automatically by the implementing code), my guess is that you actually have to ADD code to the graphics to cause that number...