[Freeciv-Dev] [patch #5998] civ2civ3: remove nostackdeath from bases

2015-09-14 Thread Marko Lindqvist
Update of patch #5998 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #5998] civ2civ3: remove nostackdeath from bases

2015-09-08 Thread Marko Lindqvist
Update of patch #5998 (project freeciv):

 Assigned to:None => cazfi  


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[Freeciv-Dev] [patch #5998] civ2civ3: remove nostackdeath from bases

2015-04-14 Thread David Fernandez
URL:
  http://gna.org/patch/?5998

 Summary: civ2civ3: remove nostackdeath from bases
 Project: Freeciv
Submitted by: bardo
Submitted on: mar 14 abr 2015 22:43:51 UTC
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

With this patch, bases no longer protect full stacks from being killed when
one unit is defeated.
This is a small change, but with a big effect on gameplay, so I'll try to
justify it.

When you play against the computer in simultaneous mode (the default), the AIs
always move at the start of the turn, so you can use your workers to build a
base that will be finished before the AI can attack you the next turn.
In your turn, you can use an engineer to move to enemy territory and to build
a fortress with the 2nd movement point (if moved to flat land), and then you
can move there your whole army in a stack, knowing that they will be protected
by the fortress (+100% defense, no stackdeath, and no unhappiness due to
agressive units) before the AI can attack.
In practice, once you have engineers, and as long as there is a route of flat
land, you can move stacks as if the server rule nokillstack was enabled.

In multiplayer this is also possible as long as you delay your movements until
the end of the turn, and it makes a huge difference in combat.

The introduction of pre-bases in 2.6 is supposed to solve this issue for
multiplayer, because you have one turn to try to attack the enemy pre-base
before he upgrades it. But AI does not know it, and at the end it is just to
delay the inevitable.

I have tried to find a better solution, until I realiced that the problem is
not the way the bases are built, but the fact that they grant an overpowered
bonus (a mobile nokillstack structure), and such rule spoils most of the
tactical aspect of the game for me.

I'm confident that the game against the AI is improved with this patch, mainly
because it removes an advantage that the AI does not use, and that is pretty
boring to use against.
I'm not so sure about multiplayer or non-simultaneous mode, but I personally
find more enjoyable to be forced to spread my army, to have to build several
bases, and to attack enemy cities from all 8 possible tiles, than to be able
to create a single fortress in the best defensive possition and to place the
whole army inside.

Also, players that do not like the killstack, can always enable the
nostackdeath server setting, that I think it is a more fair way to introduce
this rule, because the AI can also take advantage of it, and it is not so
important to move at the end of the turn.

I'd understand if you do not want to include it in 2.5, but I think it is the
version that needs it more, and I wish I had realiced it before the release.
Anyway, I'd like to hear other opinions.



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File Attachments:


---
Date: mar 14 abr 2015 22:43:51 UTC  Name: civ2civ3-bases_stackdeath-S2_5.patch
 Size: 2kB   By: bardo

http://gna.org/patch/download.php?file_id=24238
---
Date: mar 14 abr 2015 22:43:51 UTC  Name: civ2civ3-bases_stackdeath-S2_6.patch
 Size: 2kB   By: bardo

http://gna.org/patch/download.php?file_id=24239

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