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Re: LongTurn support in Freeciv-web
Posted: Fri Apr 28, 2017 5:06 pm
by AndreasR
Corbeau wrote:Oh, and one more thing. If there would be ONE thing that I believe should be implemented, it is "offline diplomacy", something that exists in Freeciv Client: make it possible to negotiate and sign treaties without both players having to be online at the same time. This is The Thing. This is what Freeciv Longturn is about. Everything else is candy. This is essential.
I think this has been fixed now. Diplomacy is disabled by default in the multiplayer ruleset. I have enabled diplomacy i both LongTurn games now. I think both players have to establish an embassy before they can begin diplomacy.
Re: LongTurn support in Freeciv-web
Posted: Tue May 02, 2017 5:59 am
by Corbeau
The 250 game:
(T2 - 02:28:50) methree : science rate 100 ???
(T4 - 02:29:47) methree : i m still on science rate 100
(T4 - 02:51:51) methree : its who builds city first , maybe border lines are too far for size 1 city
Re: LongTurn support in Freeciv-web
Posted: Tue May 02, 2017 5:17 pm
by AndreasR
Corbeau wrote:The 250 game:
(T2 - 02:28:50) methree : science rate 100 ???
I have fixed this now, and it will be available in the next LongTurn game. The reason for this is that new players take over the initial nation from the AI, and AI's are allowed to have 100% science rate.
Re: LongTurn support in Freeciv-web
Posted: Thu May 04, 2017 5:41 pm
by Corbeau
I don't know if this is a FCW issue or only related to Longturn.
My capital is producing a settler. There are two production points from tiles, but the city overview says there are 3. If I change tiles to get 3 points of production, I get 5 production in the Overview screen.
Ok, I assume that the ruleset increases production in the capital for 50%, that would be consistent. however, as I change tiles and increase/decrease production ponts, "turns till completion" doesn't change at all. I have noticed it in the other game, too, switching from 3 to 7 production points doesn't change "turns till completion".
Also, it would be nice to have the information how many SHIELDS have been spent and how many are left, in the form (17/40) so that I can manage production more accurately.
Re: LongTurn support in Freeciv-web
Posted: Mon May 08, 2017 1:12 pm
by Corbeau
My city has production +3 (+3), cost of Settlers is 40 and it says that those Settlers will be produced in 16 turns. How is this possible?
Re: LongTurn support in Freeciv-web
Posted: Mon May 08, 2017 3:00 pm
by Alien Valkyrie
Corbeau wrote:My city has production +3 (+3), cost of Settlers is 40 and it says that those Settlers will be produced in 16 turns. How is this possible?
As far as I've been able to tell, the turns to completion aren't updated immediately when the city's production output changes. Perhaps you had only 2 production output before and the city already has some work completed?
Re: LongTurn support in Freeciv-web
Posted: Mon May 08, 2017 6:45 pm
by Corbeau
Very possible. But then an exact count of how many shields is left to produce is even more important.
Re: LongTurn support in Freeciv-web
Posted: Mon May 08, 2017 8:13 pm
by AndreasR
Corbeau wrote:Very possible. But then an exact count of how many shields is left to produce is even more important.
If you can please describe this bug very precisely, and what would be the correct numbers, then perhaps
someone will step up and fix it. Thanks for all the bugreports!
Re: LongTurn support in Freeciv-web
Posted: Mon May 08, 2017 10:02 pm
by Corbeau
I... I thought I just did?
Re: LongTurn support in Freeciv-web
Posted: Thu May 11, 2017 8:49 pm
by methree
Have a look at food supplies
With (+2) food Granary : 12/20 Change in: 4 turns
If I change to (+1) food it will tell me Change in 8 turns immediately
That is good
But with production the number of turn to completion depends on previous turn production
So if you change city production , number of turn to completion won't change until next turn
Producing : Archers
Turns to completion : 3
It would be easier if City production and Turns to completion are directly linked (without waiting next turn)
Even better if we could see the exact production level (as for food Granary : 12/20)
Archers : 24/30
Turns to completion : 3
A third line would be " 6 shields missing " but I think this last number is useless.
But be careful
This bug must be because when you change from Units to Buildings or Wonders you lose half production
So if I change a unit Archers: 24/30 to a building I will have barracks: 12/30 (14/30 next turn with+2 prod) and if I change back to a unit on the following turn I will have
Archers: 7/30 (9/30 with +2 prod)
But if I change a unit to a building , back to a unit on same turn I will still have 24/30