Follow-up Comment #12, patch #4608 (project freeciv): >What if you give Triremes Zoc? Sounds good, but you could bypass it with one explorer/diplomat in one of the triremes. I think the same tricks would be possible, just a bit harder. I guess a human player can defend his terrain by placing a fortress in the middle of the river, but I do not expect the ai to do the same, and I do not like to introduce additional disavantages for the ai.
Anyway, I think the current version of civ2civ3 for v2.5 is playable as it is. I guess future changes will go to v2.6. I find the economical part of the ruleset mostly finished. It has been tested online, and I personally like it offline. It is the combat system what I do not consider finished, in part due to some of these available trick/exploits. In part because I made the latest changes with the idea of a future rule where units in open field can get defensive bonuses from adjacent units, or penalties from adjacent enemies (one day I'll open another ticket to try to convince you about this possibility...). Right now, the combat in civ2civ3 is a bit simplistic, and the chances to win an attack in open terrain use to be 99% no matter the units involved. I still prefer it to classic rules, but online players are not liking some of these latest changes. If we see that offline players agree, I'll create a patch to make v2.6 more similar to greatturn rules that people seem to like. Thats all for now. See you. _______________________________________________________ Reply to this item at: <http://gna.org/patch/?4608> _______________________________________________ Mensaje enviado vía/por Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev