Re: [Freeciv-Dev] Civil war patch and ruleset.
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Has anyone actually tried the civil war patch?
> Tony & <stuckey@xxxxxxxxxxxxxxxxx> wrote:
> > On Thu, Nov 12, 1998 at 09:39:26PM +0100, Nicolas BRUNEL wrote:
> >
> > > I'd prefer that units in a stack either slay each other or
> > > move randomly one adjacent and ennemy free square.
>
> I prefer this (well, the second one) too. And to overcome the problem
> of when such a square is not available, teleport just a _short_ way
> to the nearest such square. This could even work regarding boats:
> units on the opposite side to the boat can get moved to a nearby
> friendly boat, or be "dropped off" at the nearest shore.
As pointed out by someone (can't remember who - sorry) Civ and Civ2 do it
by teleporting - this is what the patch currently does. There were problems
is having them fight it out - but this code is now lost anyway.
Remember, we only teleport those who are most distant from home, and only then
if they they are in a stack. In reality, most field unit placements remain
pretty much unchanged, as troops most often come from `generator' cities.
> > All advances learned by the master civilization should be learned
> > by both sides of the civil war. There's simply no other rational way to do
> > it. As to what's being researched right now ... I'm not sure that I see
> > a reason to change that, either. Losing research points sucks.
>
> I agree, don't adjust science/research at all seems best.
Nobody loses anything, except the current research points, all advances remain
the same - that seems reasonable as the empires scientific community is
suddenly split in two.
--
Cheers Kris...
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