I agree. I also think that the percentage should increase as more distant the trireme is from the coast. Decrease as much level the trireme get (veteran, etc.). Like I said, this could also be applied to caravels and galleons (with lower probability of sink), but that could be discussed.ipilowe wrote:In my opinion, one of the biggest fun is that this game is accurate historical. But your idea is good. I hope they will allow triremes sailing in deep sea, but if they allow it they must make couple settings:pekka wrote:My angle is a bit different. It is not about making the rules historical acurate. My motivation is about making the game playable and fun. Enableing triremes to sail on deep water may not have that big impact on continetal games. But in island games it do. With current rules, players may end up on isolated islands, unable to reach other players with trireme.
-how much chance trireme sink as percentage
-trireme deep sea sailing ON/OFF
Bring early trireme attacks back from death
Re: Bring early trireme attacks back from death
Re: Bring early trireme attacks back from death
[unit_viking]
name = _("Viking")
class = "Land"
tech_req = "Seafaring"
obsolete_by = "Musketeers"
graphic = "u.phalanx"
graphic_alt = "-"
sound_move = "m_phalanx"
sound_move_alt = "m_generic"
sound_fight = "f_phalanx"
sound_fight_alt = "f_generic"
build_cost = 20
pop_cost = 0
attack = 1
defense = 2
hitpoints = 10
firepower = 1
move_rate = 1
vision_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "Marines"
roles = "DefendGood", "FirstBuild", "AttackFast"
helptext = _("\
Vikings are fierce warriors who are able to attack land from sea.\
")
name = _("Viking")
class = "Land"
tech_req = "Seafaring"
obsolete_by = "Musketeers"
graphic = "u.phalanx"
graphic_alt = "-"
sound_move = "m_phalanx"
sound_move_alt = "m_generic"
sound_fight = "f_phalanx"
sound_fight_alt = "f_generic"
build_cost = 20
pop_cost = 0
attack = 1
defense = 2
hitpoints = 10
firepower = 1
move_rate = 1
vision_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "Marines"
roles = "DefendGood", "FirstBuild", "AttackFast"
helptext = _("\
Vikings are fierce warriors who are able to attack land from sea.\
")
Re: Bring early trireme attacks back from death
[unit_vikingship]
; /* TRANS: unit type */
name = _("Vikingship")
class = "Sea"
tech_req = "Seafaring"
obsolete_by = "Caravel"
graphic = "u.trireme"
graphic_alt = "-"
sound_move = "m_trireme"
sound_move_alt = "m_generic"
sound_fight = "f_trireme"
sound_fight_alt = "f_generic"
build_cost = 40
pop_cost = 0
attack = 1
defense = 1
hitpoints = 10
firepower = 1
move_rate = 4
vision_radius_sq = 2
transport_cap = 2
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
cargo = "Land"
flags = "BadCityDefender"
roles = "Ferryboat"
helptext = _("\
Vikingships are fast moving longboats which are able\
to move over deep ocean tiles.\
")
; /* TRANS: unit type */
name = _("Vikingship")
class = "Sea"
tech_req = "Seafaring"
obsolete_by = "Caravel"
graphic = "u.trireme"
graphic_alt = "-"
sound_move = "m_trireme"
sound_move_alt = "m_generic"
sound_fight = "f_trireme"
sound_fight_alt = "f_generic"
build_cost = 40
pop_cost = 0
attack = 1
defense = 1
hitpoints = 10
firepower = 1
move_rate = 4
vision_radius_sq = 2
transport_cap = 2
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
cargo = "Land"
flags = "BadCityDefender"
roles = "Ferryboat"
helptext = _("\
Vikingships are fast moving longboats which are able\
to move over deep ocean tiles.\
")
Re: Bring early trireme attacks back from death
atta boy Pekka!
Myself, I would like to see triremes being able to sail on rivers.
(BTW, could you post your Governor's Worklists? The site went bust before I could save them.)
Myself, I would like to see triremes being able to sail on rivers.
(BTW, could you post your Governor's Worklists? The site went bust before I could save them.)
Re: Bring early trireme attacks back from death
I just posted settings here for Xavier to implement them on his servers.