Bring early trireme attacks back from death

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
Sarilho1
Posts: 34
Joined: Tue Feb 12, 2013 3:02 pm
Location: Portugal

Re: Bring early trireme attacks back from death

Post by Sarilho1 »

ipilowe wrote:
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.
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:
-how much chance trireme sink as percentage
-trireme deep sea sailing ON/OFF
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.
pekka
Posts: 7
Joined: Sun Mar 17, 2013 11:38 am

Re: Bring early trireme attacks back from death

Post by pekka »

[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.\
")
pekka
Posts: 7
Joined: Sun Mar 17, 2013 11:38 am

Re: Bring early trireme attacks back from death

Post by pekka »

[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.\
")
User avatar
Arbogast
Elite
Posts: 412
Joined: Tue Jul 16, 2013 9:09 am
Location: France

Re: Bring early trireme attacks back from death

Post by Arbogast »

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.)
pekka
Posts: 7
Joined: Sun Mar 17, 2013 11:38 am

Re: Bring early trireme attacks back from death

Post by pekka »

I just posted settings here for Xavier to implement them on his servers.
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