Search found 49 matches
- Tue May 20, 2014 5:17 pm
- Forum: Wishlist
- Topic: Bridges? Bridges!
- Replies: 3
- Views: 5076
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 ...
- Tue May 20, 2014 5:12 pm
- Forum: Wishlist
- Topic: Longer Tech Tree
- Replies: 10
- Views: 11176
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...
- Mon May 19, 2014 11:02 pm
- Forum: Wishlist
- Topic: Longer Tech Tree
- Replies: 10
- Views: 11176
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...
- Mon May 19, 2014 10:56 pm
- Forum: Wishlist
- Topic: Better Starting Point Selection Algorithm
- Replies: 2
- Views: 3798
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:
- Sun May 18, 2014 1:13 am
- Forum: Wishlist
- Topic: Additional Government Types
- Replies: 12
- Views: 14004
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...
- Sat Apr 05, 2014 10:20 pm
- Forum: Wishlist
- Topic: Better Starting Point Selection Algorithm
- Replies: 2
- Views: 3798
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...
- Sat Apr 05, 2014 10:16 pm
- Forum: Single player
- Topic: After turn 100 pirates come with muskets
- Replies: 14
- Views: 18735
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.
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...
- Sat Apr 05, 2014 9:42 pm
- Forum: Wishlist
- Topic: Abolish Sea and Continent Identification Number
- Replies: 5
- Views: 6768
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...