Re: [Freeciv-Dev] (PR#39845) RFE: deterministic borders and vision
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39845 On Friday 09 November 2007 12:47 am, Jason Dorje Short wrote: I have to agree with per that changing the borders system is an unfortunately tricky problem. Having consistent/realistic/logical/fair behavior in all cases may not really even be possible - I know that civ3 and smac had just as many if not more border goofs than our current system. If this is a step toward making freeciv more civ3-ish, I'd like to request that a means be kept to continue to have civ1 and civ2 like play. Randy Kramer ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39845) RFE: deterministic borders and vision
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39845 On Friday 09 November 2007 07:44 am, William Allen Simpson wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=39845 Randy Kramer wrote: If this is a step toward making freeciv more civ3-ish, I'd like to request that a means be kept to continue to have civ1 and civ2 like play. That's part of the idea. Good--thanks! Randy Kramer ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39831) Training and combat
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39831 Joan, I'm not a developer, really just a lurker, well, and a tweaker--on looking at the messages you changed (thanks, btw), I wondered if they could be improved any further--see below. Maybe you can take them even further. regards, Randy Kramer On Friday 02 November 2007 06:46 pm, Joan Creus wrote: When I started playing Freeciv, the sentence in the documentation that puzzled me most was May become veteran through training or combat. Combat was clear, but I kept looking for ways to train my units *after* they had been built. Laugh at me if you want, but it took me a while to figure out that the training was supposed to take place in the Barracks while the units were built. So I have written a small modification to helpdata.c to improve this sentence: - for terrestrial units, it will show: May become veteran through combat or training (if built in a city with Barracks or in a civilization with an active Sun Tzu.) Hmm, how about Will be built as a veteran unit in a city with a Barracks or in a civilization with an active Sun Tzu, or can become a veteran through combat. or, if necessary to shorten it: Built as a veteran in a city with a Barracks or in a civilization with an active Sun Tzu, or can become a veteran through combat. Built as a veteran with a Barracks or an active Sun Tzu, or can become a veteran through combat. - for maritime units, it will show: May become veteran through combat or training (if built in a city with Port Facility.) and so on - for planes and helicopters, the message will be: May become veteran through combat or training (if built in a city with Airport.) There are three exceptions, though: Triremes can't be built if you have Port Facility, because Navigation obsoletes them. However, they may become veteran if they survive in the high seas, so the message could say: May become veteran through combat or training (if it survives in the high seas.); the other exceptions are Diplomats and Spies. They are too high-brow to attend Barracks, but Communist governments make them veteran, so the message is: May become veteran through combat or training (if built under a communist government.) These are the special cases I have thought of. Perhaps rulesets can be twisted to make Port Facilities without Navigation, but I really think this new messages would help newbies. I don't especially like the wording. Feel free to change it. As for the online manual, the mentions to Barracks, Sun Tzu and the like could link to the proper pages. I can update it once we have a final version. The diff file is for trunk/client/helpdata.c Cheers, Joan Note: This is an HTML message. For security reasons, only the raw HTML code is shown. If you trust the sender of this message then you can activate formatted HTML display for this message by clicking here. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#37592) Project directions
URL: http://bugs.freeciv.org/Ticket/Display.html?id=37592 On Sunday 18 March 2007 02:02 pm, Peter Schaefer wrote: There always will be newbie traps and Im not sure whether it is a good idea to remove complexity from the game. After all, you want some learning curve. +1 Randy Kramer ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Re: (PR#37820) Patch: Use PF distance in waste by
URL: http://bugs.freeciv.org/Ticket/Display.html?id=37820 On Saturday 17 March 2007 01:02 am, (Eddie_Anderson) wrote: Per Inge Mathisen [EMAIL PROTECTED] wrote: We could just retire the distance based waste penalty. Perhaps, but I would prefer to keep it and give players a way to remedy it. There are at least two reasons for keeping it: 1) Waste-by-Distance reflects (roughly) the real problems of governing (or managing) a remote location. So it has a flavor of realism. +1 2) Waste-by-Distance is the opposite side of the coin of trade routes (which are more valuable if they are distant). That too has a flavor of realism - because goods that have to be imported from far away cities tend to cost more. +1 And here's another idea. Perhaps the new trade route formula that you just created could incorporate an incentive for a road network. E.g. replace RMD with RMD/PFD. That way, the better the travel conditions between the trading cities, the greater the income from the trade route. I'm not as sure about this--maybe a U shaped curve or something similar (and maybe this rule would create that). Early in the game, trade over a long distance presumably takes a long time (slow travel) and small quantities (camel-loads), but is very expensive per unit cost because of the scarcity. Later in the game, trade becomes faster and easier--trucks over roads or railways--now quantities are larger, less scarce, less expensive per unit, but overall greater revenue due to greater quantity. (?) Randy Kramer ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] FreeŃiv: Scripting/macros?
On Wednesday 17 January 2007 01:18 pm, Egor Vyscrebentsov wrote: On Wed, 17 Jan 2007 12:44:23 -0500 Randy Kramer wrote: Has anyone ever thought about somehow including a scripting language of some sort into FreeCiv? Look at /data/scenario/tutorial.sav And at http://freeciv.wikia.com/wiki/Events_Reference_Manual :) However, there are many things to do. Thanks for the response, and sorry for my delayed acknowledgement! IIUC, the tutorial came out in version 2.1.0 and Mandriva2006 included version 2.0.4, so I'll have to wait till I upgrade (either Mandriva or just Freeciv) before I get into that. (And then find time to do so ;-) PS Freeciv is written without capitalization of 'c'. Thanks--I guess I spend too much time on wikis! Randy Kramer ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] FreeCiv: Scripting/macros?
Has anyone ever thought about somehow including a scripting language of some sort into FreeCiv? I can imagine that being very useful. Among other things, I can imagine: * writing my own macro to group moves (or anything similar) * writing a macro to attack using some set of tactics that I think is best (possibly different tactics depending on the situation) * writing city and build managers to use my own preferred strategies * even things like developing new advances in addition to the current technoligies--just for example, I can imagine creating a new advance Terraforming which might allow Engineers to do the o transformations much quicker--maybe I'd use a different keyboard shortcut to invoke terraforming when an Engineer was on the desired square--then the macro (in addition to things already implied) would keep track of (or recount on each turn) Engineer-turns and change the terrrain when the required amount of work has been expended I can also imagine making FreeCiv a more educational game--the (my) city manager might first suggest strategies (or things to consider) to the player, then gradually, as the player seems to learn them (or not) offer to do those things for the player, and introduce more advanced concepts (like considering ROI and/or NPV when making decisions on what to build). I'm sure it would not be a real easy thing to do, but I'm wondering if anyone else thinks it would be a useful feature? Randy Kramer ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#22082) AI takes over savegame
URL: http://bugs.freeciv.org/Ticket/Display.html?id=22082 On Monday 16 October 2006 03:26 am, Egor Vyscrebentsov wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=22082 On Thu, 12 Oct 2006 Joel Karel wrote: The AI has taken over my savegame in freeciv 2.1.0-beta2 (GTK+ client); dutch version. I was playing the Chineese, and somehow this nation is now on the AI mode as is the case with all nations. Saveame has been attached. to All: those reports became quite often. Do we need to place a message like Savegame is loaded. Now use 'take' command ...? I guess I currently have an older version where this is not necessary, but I would say yes, such a message is necessary. (Maybe with the ability to disable the message when the player has seen it often enough to remember. ;-) Randy Kramer ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev