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Fuel for machines

Posted: Wed Sep 21, 2022 1:02 am
by samdef
It is a bit unrealistic that a battleship, cruiser, or destroyer can travel an unlimited distance, without needing to go into a port for refueling. Air units are more realistic in that they have limited range before they need to be refueled. Is it possible to implement the concept of "fuel" for ships? Unlike air units, sea units should not be disbanded just because they run out of fuel. A "fuel" concept would also allow the concept of "refueling" (e.g. aerial refueling for extending the range of fighters and bombers).

Re: Fuel for machines

Posted: Wed Sep 21, 2022 5:48 am
by cazfi
There is fuel for ships in freeciv-3.0 and later, though usually referred as "supplies" and it gets replenished by visiting coast. Caravel in sandbox ruleset is an example of using this ruleset feature.

https://www.freeciv.org/wiki/NEWS-3.0.0

Re: Fuel for machines

Posted: Wed Sep 21, 2022 5:50 am
by cazfi
Err.. actually I don't think there's any reason (any more) why ships couldn't use the "normal fuel" concept, requiring refueling at port. I think some rulesets have actually been doing that for some time.

Re: Fuel for machines

Posted: Wed Sep 21, 2022 6:08 am
by Ignatus
samdef wrote: Wed Sep 21, 2022 1:02 am Unlike air units, sea units should not be disbanded just because they run out of fuel. A "fuel" concept would also allow the concept of "refueling" (e.g. aerial refueling for extending the range of fighters and bombers).
Likely, with ruleset-specific counters we would be able to make a ship out of "fuel" (a unit-ranged counter) to lose the ability to regain move points (at least above class minimal speed). A user action might be defined to give some "fuel" points from one unit to another, we can even distinguish coal-fueled and petrol-fueled units. Just, that realism may be rather tedious to play.

Re: Fuel for machines

Posted: Mon Sep 26, 2022 4:45 pm
by samdef
Possibly related discussion but for Longturn: Fuel for submarines in LT50