Re: [Freeciv-Dev] Civil war patch and ruleset.
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Kris Bubendorfer wrote:
> Has anyone actually tried the civil war patch?
Sorry, I've put it off till after 1.7.2
> > > 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
Bleh. I think this is a rare enough event that we need not be
too constrained by that.
> Remember, we only teleport those who are most distant from home, and only
> then
> if they they are in a stack.
Why not teleport the ones _closest_ to home? Or, better yet, teleport
units to nearby non-ememy squares (as above)? Its the long range
teleports which make me uncomfortable. (And yes, I'm also uncomfortable
with teleporting Spies, but I don't see how to get around that! :-)
> > 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.
You could argue current research either way: that everyone has access
to the current research up to the split, or that the current research
is distributed around the empire. I don't really mind.
-- David
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