You could set the AI level to cheating which give the AI bonuses to compensate for its stupidity.
Also you could play long-turn which is a variant of multiplayer Freeciv where each turn lasts a day. This enables many players to play the same game.
Search found 53 matches
- Sun Feb 22, 2015 3:43 am
- Forum: Single player
- Topic: AI, Almostno Intelligence
- Replies: 1
- Views: 4600
Re: A request
In the GTK client there is a option to hide dead players in the display menu of the nations tab. I don't know anything about the web client.
- Sun Feb 22, 2015 3:32 am
- Forum: Single player
- Topic: fifth trade routes, caravans
- Replies: 3
- Views: 6729
Re: fifth trade routes, caravans
Are you maybe seeking this section from Math of Freeciv for the best way for trade routes?
http://freeciv.wikia.com/wiki/Math_of_F ... ade_routes
http://freeciv.wikia.com/wiki/Math_of_F ... ade_routes
- Wed Feb 11, 2015 9:24 pm
- Forum: Wishlist
- Topic: Search and Scan exploration types.
- Replies: 2
- Views: 3114
Re: Search and Scan exploration types.
One way to program scout would be to, on the click of the button, place patrol way-points around the edge of the currently visible area. This could be done with a flood fill algorithm which would start at the scouting unit's tile. As the algorithm filled in the visible tiles, it would add the visibl...
- Sun Feb 01, 2015 12:14 am
- Forum: Contribution
- Topic: Help us improve the clients' mouse interaction
- Replies: 11
- Views: 14013
Re: Help us improve the clients' mouse interaction
(I use Gtk2, with the trident tileset) I think that right clicking should be bound to the information dialog that is currently bound to the middle mouse button. The middle mouse button would be bound to the centring function to match the convention of using the middle mouse button to handle view man...
Re: A request
Why do you need to remove dead players? Normally, having dead players doesn't cause any problems.
- Tue Jan 20, 2015 4:25 am
- Forum: Wishlist
- Topic: GUI Details
- Replies: 26
- Views: 20308
Re: GUI Details
(I guess that means each "hit" during combat, of which there will probably be several) Specifically, it should be at least 10 times each combat. (disregarding exceptional situations when high firepower units are fighting low-hp units.) (Also, assuming that I am correct in my assumption th...
- Tue Jan 20, 2015 3:44 am
- Forum: Wishlist
- Topic: "Love system"
- Replies: 10
- Views: 11551
Re: "Love system"
When Allied victory is enabled, then an effective strategy (but not fun) would be for AI to ally with the most powerful alliance. This wouldn't be fun thought because most games would end as soon most people knew most other players, because everyone would rush to join the biggest alliance and the ga...
- Sat Jan 17, 2015 2:08 am
- Forum: Wishlist
- Topic: GUI Details
- Replies: 26
- Views: 20308
Re: GUI Details
I have been using 30 Milli, which is too fast to see what happens easily, but doesn't slow the client down much a all. If the movement is simple like auto-exploring, then it is understandable, but a war front can be hard to understand as there are many units.
- Sat Jan 10, 2015 12:16 am
- Forum: Single player
- Topic: Most Cities Are '0/4'
- Replies: 4
- Views: 6652
Re: Most Cities Are '0/4'
Just to note: you can make trade routes with caravan units, by building them and marching them over into another city that is far enough away. Then select "establish trade route". Making trade routes between your big cities (and any big peaceful cities) is a good way to boost trade.