Search found 303 matches
- Fri Sep 08, 2017 2:07 pm
- Forum: Longturn
- Topic: New multiplayer games on longturn.org
- Replies: 25
- Views: 17871
Re: New multiplayer games on longturn.org
No problem in obsoleting warriors once you can build phalanxes. We can do that. With score ranking you mean that the player with best score is 1st, the 2nd is the one with the 2nd best score...? Not sure if I understand it. Removing the migrants would solve some problems but that would also limit th...
- Fri Sep 08, 2017 10:23 am
- Forum: Longturn
- Topic: New multiplayer games on longturn.org
- Replies: 25
- Views: 17871
Re: New multiplayer games on longturn.org
The scores.
You would want to see the 5 first players on in-game score to ranked to tier 1, the next 5 to tier 2...?
We can try that but since the scores are visible in any case, it remains to be seen what kind of effect this will have.
You would want to see the 5 first players on in-game score to ranked to tier 1, the next 5 to tier 2...?
We can try that but since the scores are visible in any case, it remains to be seen what kind of effect this will have.
- Fri Sep 08, 2017 10:21 am
- Forum: Longturn
- Topic: New multiplayer games on longturn.org
- Replies: 25
- Views: 17871
Re: New multiplayer games on longturn.org
When building a city you can also move the borders with it and that way render the restrictinfra meaningless. The pre-forts do not change ownership so you need at least two turns to build the city, grow it with migrants/immigrants/settlers/colonists and move the borders in order to gain unrestricted...
- Thu Sep 07, 2017 8:14 pm
- Forum: Longturn
- Topic: New multiplayer games on longturn.org
- Replies: 25
- Views: 17871
Re: New multiplayer games on longturn.org
The in-game ranking is not connected the traditional LT ranking. It will only list the players and how they did on the game. This is based on in-game score for practical reasons.
- Thu Sep 07, 2017 8:09 pm
- Forum: Longturn
- Topic: New multiplayer games on longturn.org
- Replies: 25
- Views: 17871
Re: New multiplayer games on longturn.org
Maybe space for 25-30 cities would work for that kind of setup. That might be something like 600-700 tiles / player. The idea with empire_size_step 1 is that you need to develop the cities after hitting certain limit. Without a very hard limit it's not that hard to go for war and never really develo...
- Thu Sep 07, 2017 5:03 pm
- Forum: Longturn
- Topic: New multiplayer games on longturn.org
- Replies: 25
- Views: 17871
Re: New multiplayer games on longturn.org
It's better to have someone "complaining" all the time :) After all these games are for all the players and without feedback it's really hard to know what's good and what is not working that well. What do you think, how many cities / player would result with a reasonable rush to grab land ...
- Thu Sep 07, 2017 2:21 pm
- Forum: Longturn
- Topic: New multiplayer games on longturn.org
- Replies: 25
- Views: 17871
New multiplayer games on longturn.org
After 38 longturn games (+ some smaller ones) there will be more than one game starting this fall. LT39 is a more traditional Longturn game with 23h moves and with more standard Freeciv ruleset. The game will start in 7-8 weeks. LT39 will be a game with continents and the ruleset has been adjusted f...
- Tue Sep 05, 2017 11:43 am
- Forum: Longturn
- Topic: Longturn input for freeciv-3.0
- Replies: 13
- Views: 10415
Re: Longturn input for freeciv-3.0
That stuff I listed on that lengthy message, how are they dealt with in Freeciv-web multiplayer games?
I'm guessing that at least the tc (turn change) actions also affect those games. Would be really interesting to hear about that from the people playing the games.
I'm guessing that at least the tc (turn change) actions also affect those games. Would be really interesting to hear about that from the people playing the games.
- Sun Sep 03, 2017 9:42 pm
- Forum: Longturn
- Topic: Longturn input for freeciv-3.0
- Replies: 13
- Views: 10415
Re: Longturn input for freeciv-3.0
Has there been some recent issues with longturn support? I remember having discussion about setting the city vision smaller than the actual city work area, but it's really not that big issue. We are using smaller vision for cities to encurage people to actually put some units inside the city. Now it...
- Sun Sep 03, 2017 2:13 pm
- Forum: Rulesets and modpacks
- Topic: "Simulation" ruleset (2.5) - v1.0 released
- Replies: 110
- Views: 79337
Re: Corbeau's ruleset (2.5)
Sounds interesting. Especially changing the siege units for bombarding the cities instead of attacking them. I was actually considering the same for LT40 but decided not to go for it because I was unabe to predict the probabe outcome(s) with such a setting. There is one setting that's going to be re...