Webperimental

Web version of freeciv at play.freeciv.org
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AndreasR
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Re: Webperimental

Postby AndreasR » Fri May 13, 2016 4:38 pm

sveinung wrote:Diplomat, Spy and Explorer units can now establish an embassy while being transported on a ship.

Done in the development version. Will appear in the list of webperimental features printed after webperimental is loaded when deployed to play.freeciv.org


Nice! I will push this to production soon!

sveinung
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Re: Webperimental

Postby sveinung » Fri May 20, 2016 1:35 pm

The Leader unit can now destroy a domestic city. A recently occupied city is domestic. (The Leader unit is only available in games where the letter "k" has been added to the startunits setting string. You lose the game if the Leader dies.)

Done in the development version. Will appear in the list of webperimental features printed after webperimental is loaded when deployed to play.freeciv.org

sveinung
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Re: Webperimental

Postby sveinung » Sun Jul 24, 2016 2:10 am

All units are now airliftable.

Light weight units can be airlifted once Flight is known. Medium weight units can be airlifted once Advanced Flight is known. Heavy weight units can be airlifted once Fusion Power is known. To airlift heavy and medium weight units an airport is required both in the source and in the destination city.

Cities that know Flight can airlift one (light weight) unit per turn. An Airport allows a city to airlift one more unit per turn.

sveinung
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Re: Webperimental

Postby sveinung » Wed Aug 03, 2016 5:08 pm

The topology setting is now unlocked.

Freeciv web supports one topology option: should the map be wrapped in the east-west direction? The default is still yes. You are now allowed to change to an unwrapped map. Map tolology must be decided before the map is generated. It is done by issuing a server command on the chatline. To make the map unwrapped use

Code: Select all

/set topology=
Did you change your mind? Set it back by using

Code: Select all

/set topology=wrapX


When webperimental is played in non web Freeciv additional topology options become available. They are WrapY (wrap the map in the north-south direction), ISO (make the map isometric) and HEX (use hexes rather than squares).

Semi related: The webperimental ruleset has moved to Freeciv's SVN trunk. It isn't installed. It doesn't come with the tarball. To play it in non web Freeciv you need a build of Freeciv trunk that has the same ruleset format as your copy of the webperimental ruleset.

sveinung
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Re: Webperimental

Postby sveinung » Sun Aug 07, 2016 1:25 am

The default start units includes a Leader

The default value of the startunits setting now includes a Leader. If you Leader dies it is game over. It won't unleash barbarians by entering a hut. It is extremely good at defending against spy actions. It can order the domestic city it is inside destroyed to prevent it from falling in enemy hands. (This includes recently conquered cities. But be warned that the Leader being killed equals game over).

The default start units are now a Leader (webperimental rule: can destroy cities), 1 Explorer (webperimental rule: can be sacrificed to Establish an embassy), 2 Settlers (webperimental rule: can build cities on tiles owned by enemies during war) and 2 Workers.

I'm considering to add a strong defensive unit to the default start units to make it easier to defend the Leader in the beginning of the game.

sveinung
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Re: Webperimental

Postby sveinung » Mon Aug 08, 2016 5:29 pm

The defeated unit alone dies.

The killstack setting is now disabled by default. A unit stack is all units at a tile. This change means that when a unit is defeated in battle it will die while the other units in its stack survives. This is consistent with webperimental unit stacks not giving protection against bribe, sabotage and expel unit.

sveinung
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Re: Webperimental

Postby sveinung » Fri Aug 12, 2016 2:22 am

Changed default citymindist to 3 and generator to FAIR

The new minimum distance between cities is 3. This should prevent the AI from building cities to close to each other.

The new default map kind is a fair island map. Each island where a player starts is a copy of all the others. You'll therefore know that your enemy's start island is like your own start island. Starting on separate islands reduces the need for a strong defensive unit to protect the Leader at the start of the game.

sveinung
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Re: Webperimental

Postby sveinung » Wed Aug 17, 2016 1:39 am

Loot and barbarians when you kill a foreign Leader

A Leader's death won't wipe out all his cities and units. Some of the defeated Leader's cities turn barbarian. Other cities, together with some of his gold and knowledge, goes to his killer.

sveinung
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Re: Webperimental

Postby sveinung » Wed Aug 17, 2016 1:44 am

Bombardment

The Howitzer and to the Battleship can now bombard a tile.
  • Bombardment may hurt all units at the target tile.
  • Bombardment can't kill a unit.
  • Bombardment can kill population in a city.
  • Webperimental's bombardment can target unit stacks 3 tiles away. That is further away than their vision range. Use scouts.
  • Webperimental's bombardment doesn't replace regular attack.

sveinung
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Re: Webperimental

Postby sveinung » Wed Aug 17, 2016 1:49 am

Spread start units

The start units are by default spread over the map. This is controlled by the dispersion server setting.

You can make it as before via the pre game command

Code: Select all

/set dispersion 0