Search found 473 matches
- Tue Nov 16, 2021 2:49 pm
- Forum: Rulesets and modpacks
- Topic: Combat_Rounds effect: to kill or to survive?
- Replies: 36
- Views: 55957
Re: Combat_Rounds effect: to kill or to survive?
You have right, but I do not mean to do not remove entries from list. Unit will heal, so the entries automatically by removed if drop to 0. It will be subtracted proportionally for each attacker. So. Unit have 10 hp max. First unit took 2 hp, so it i 20%. Second unit took 4hp, so it is 40%. Unit hea...
- Thu Nov 11, 2021 7:16 pm
- Forum: Rulesets and modpacks
- Topic: Combat_Rounds effect: to kill or to survive?
- Replies: 36
- Views: 55957
Re: Combat_Rounds effect: to kill or to survive?
For gameplay purpose, I propose as follows. Read careful, because this idea could be hard to implement. Add to each unit list of hp taken. This list is telling how many percent of hp which unit taken. When unit is killed, we gain change to get veteran based on percent_taken. But... When unit heal, s...
- Thu Nov 11, 2021 12:37 pm
- Forum: Wishlist
- Topic: [Politican] Ruleset-based missions
- Replies: 5
- Views: 6136
[Politican] Ruleset-based missions
It could be great to have (in opposition to scenarios) missions delivered by ruleset. For example, historical-related rulesets could provide polish ruler, who conquer Moscow, Player could select only one King/President/etc. at the time. Each have unique ability/skills. For example, for who conquer M...
- Mon Sep 20, 2021 12:46 pm
- Forum: Wishlist
- Topic: Selections
- Replies: 0
- Views: 5092
Selections
I known, Freeciv team probably working on select UI for actions, but this is not only for actions and I describe my idea. Format will be just like that: [selection_goto_1] name = "goto_order_dsc1" type = "tile" // Below my imagination of req type reqs = { "Name", "...
- Thu Sep 09, 2021 12:22 pm
- Forum: Wishlist
- Topic: City classes
- Replies: 1
- Views: 4514
Re: City classes
About buildings, which will give an bonus to other buildings/unit in some radius. I thing there is not necessary to keep city mechanism in Freeciv. Simple: build houses in one tile and university in other. Size of distance university will give bonus (gathering workers) depends on our science and inf...
- Fri Feb 12, 2021 7:38 pm
- Forum: Rulesets and modpacks
- Topic: new rulesets offerred
- Replies: 24
- Views: 65416
Re: new rulesets offerred
I don't know much about rulesets.
Maybe adding rules like this:
A.
1.Connect: A->B
2.Connect: B->A
OR:
B.
1.Connect:A->B
2.Connect:B->C
3.Connect:C->A
Maybe adding rules like this:
A.
1.Connect: A->B
2.Connect: B->A
OR:
B.
1.Connect:A->B
2.Connect:B->C
3.Connect:C->A
- Wed Feb 03, 2021 6:46 pm
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.1 ruleset can do
- Replies: 143
- Views: 326304
Re: Changes in what a 3.1 ruleset can do
User actions can now target tile extras See Feature #918887 You can now make user actions where the action's enablers target_reqs is evaluated against the target tile's extra owner by setting its target_kind to "tile extras". This makes player requirements like local DiplRel requirements ...
- Sun Jan 17, 2021 4:00 pm
- Forum: Wishlist
- Topic: Yet another suggestin of realistic unit supply
- Replies: 1
- Views: 4230
Re: Yet another suggestin of realistic unit supply
In Civilization 6 some units needs supply. If player can't supply unit, It combat strength get reduced. I propose create storagehouse, where player can send caravan/cargo. Units will get combat strength bonus depending on destination to nearest storagehouse. Eventually, units may refuel in storageho...
- Wed Jan 06, 2021 7:32 pm
- Forum: Wishlist
- Topic: Requirement-dependent sprites in tilesets
- Replies: 1
- Views: 4358
Re: Requirement-dependent sprites in tilesets
I have hate quite similar idea. It is unit per-player sprite/data depending on requirement vector. It could be especially useful for tech-related requirement. If player A decided to attack player B with horseman and player B don't have animal husbandry(or horseback ridding) discovered, player B coul...
- Fri Dec 25, 2020 12:45 pm
- Forum: General discussion
- Topic: Hotseat?
- Replies: 16
- Views: 39621
Re: Hotseat?
I can implement hotseat mode, I think. [...] Any update on this? ;-) Sorry. Currently I have higher priority projects and my other patches to Freeciv was rejected, so I must increase my code/patch quality. Currently I'm trying to port Progress to Nim, so there's need less power to introduce new fea...