Unit Improvements

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
Elefant
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Re: Unit Improvements

Post by Elefant »

Do you mean ranged attack like the ability to attack and cause damage without being damaged? If so, this would be an easy ruleset change. There is an action called bombard that does this.
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vego
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Re: Unit Improvements

Post by vego »

Naturally. I was shocking that archers have no range. And adding they takę losses in the same turn. Battles are more interesting when arrows are flying, cavarly is charging, infranty makes a formartions, and cathapult or canon is hitting On morale to retreat or something like that
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Re: Unit Improvements

Post by Ignatus »

vego wrote:Battles are more interesting when arrows are flying, cavarly is charging, infranty makes a formartions, and cathapult or canon is hitting On morale to retreat or something like that
Sorry, Freeciv was actually developed in many aspects like chess... Some of these effects are possibly better found in another game. But some are not totally hopeless, we are going to include ruleset-specific unit-based counters in v.3.2 that can make it possible to bombard on morale.
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Re: Unit Improvements

Post by Elefant »

If you want a more immersive game, you could try a RTS game like 0ad
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Elefant
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Re: Unit Improvements

Post by Elefant »

Maybe something like this solution from Realism Invictus for Civ 4 could help?
(Quote from the quick manual)
"Units of different types (like melee and archery) provide aid promotions to each other when stacked together. The power
of aid is determined by relative strengths of those units. Some units (such as elephants or capital ships project detriment
promotions on nearby enemies. Limited national units provide a unique type of aid or detriment."

And maybe this could be combined with a stack attack where all the units fight together, adding their strength and firepower together, and sharing the hitpoint loss.
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vego
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Re: Unit Improvements

Post by vego »

Yes. Promotions for your fighting together group is cool. I would to reject idea that you can ki8ll all units on one tile by any lucky warcalc. I cant imagine that one warrior is killing 50 units legions. Finally one unit is killing one un it. Exception for charging cavarly or something like that. Best way is that unit vs unit dont need to die one side immadietaly. They just are fighting closely without conclusion.
Elefant wrote:If you want a more immersive game, you could try a RTS game like 0ad
I played 0ad and more. My favourites are: panzer general, civ 5 and total war.
Ignatus
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Re: Unit Improvements

Post by Ignatus »

vego wrote: Fri Jun 03, 2022 8:21 amI cant imagine that one warrior is killing 50 units legions. Finally one unit is killing one un it. Exception for charging cavarly or something like that. Best way is that unit vs unit dont need to die one side immadietaly. They just are fighting closely without conclusion.
Actually, the "two enter, one exit" and killstack rules have been disputed for decades. The killstack can be turned off just by a game setting, but the reason why it exists is that without it you have rather stupid winning strategy: put all your units in one tile and go destroying anything, who first makes a sizeable deathball that rules the continent. Bombarding units are intended to fight deathballs but they can easily shift the ballance another side. In Civ4 they made bombarders that damage only limited number of targets and get some reciprocal damage but that again made them too weak, so in CivV they just intriduced "1 class unit per tile" rule but we, like, don't want it. Actually, your idea about morale combined with counters sounds intersting: if a unit loses a fight, let units next to it instead of dying in mass just fight weaker for several turns.

Since v.3.0 we also have a possibility for combat rounds limit, so a pair of healthy units won't fight to death in one attack. Just the combat chance calculator is currently not ready.

There is, currently, no way in which units placed together may strengthen each other (save for one defending another, like, Alpine Troops fortified under a Bomber kick off all Fighter attacks). Maybe we'll ever have something like Great General that empowers units around; introducing formations like in CivV is a task yet to find one daring and able to take it.
vego
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Re: Unit Improvements

Post by vego »

The factors who I defined abilities was in panzer general. I mean there were factors like close defense, initiative and something else. So if defending position infranty is a Forest then tank has penalty to attack. In this situation better is attacking with infranty. Tank is killing better on opened terrain. And infranty is using factor close defense. The same thing is on different. You easier will kill a tank in Forest with infranty than on opened terrain. Obviously tank has no "close defense" factor. IMO battlefields should looks like. I dont remember exactly factors in civilization 4, że but there were mass units on one tile. Civ 5 is different. The problem is how to define factors 30 units on o e tile attacked by two cav. On one tile should be stay max defined amount of army able to do an action for this group. For example if 5 then what kind of units are there. For example side attacking is cavarly. Should be reported system. For example "cavarly is charging on flanks, and enemy didnt make a formartion in time and took big casualties." But how units in squad moved, fighting, is hard to define.
vego
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Re: Unit Improvements

Post by vego »

And for sure freeciv needs more developed system UNIT ANTIUNIT for example if Archers will attack range then cavarly will need more move points. On The other hand DEATHBALL will growing
Elefant
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Re: Unit Improvements

Post by Elefant »

In Realism Invictus, if the number of units in a stack got too large, a logistics penalty was put in place. Maybe something like this would help counter death stack tactics?
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