Re: [[Freeciv-Dev] Babarians]
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Tony Stuckey wrote:
> On Tue, Mar 16, 1999 at 08:52:47AM +0100, Stig Haugdahl wrote:
> > Personally, I think the free explorer is a too big freebie.
> > Losing it in the first hut is a valid reason for whining.
> > I would feel better if the game started without that extra unit.
>
> There are a *LOT* of things that freeciv gives you that civ1/civ2
> doesn't. Starting Civ1, you have:
> 1) No gold in treasury. (Freeciv gives you 50).
Server option "gold".
> 2) No starting Tech. Random Chance of 1 or 2 advances. (Freeciv
> gives you 3, guaranteed)
Server option "techlevel"; no randomness, I guess to avoid giving
a random advantage in multiplayer.
> 3) 1 starting settler, random chance of 2. (Freeciv gives you 2).
Server option "settlers". No randomness, see above.
> 4) No starting explorer.
Server option "explorer".
So I guess we're arguing over server option defaults? :-)
And whoever loses that arguement can always make a server
commands file for their preference, which could even be included
in the distribution. A file to specify Civ1/Civ2 compliance
(as much as possible) would probably be good. And feel free to
submit changes to data/civ1.serv, which is supposed to mimic Civ1.
Eg, from above I guess it should have "set gold 0" ?
> > In CivII it is possible to win the space race even on deity with
> > just one city. (Not me, I've won with five on deity, and just
> > the one on chieftain.) In freeciv, the only way to win to expand.
> > But I digress.
It this mainly because of difference in rules, or because of AI
differences between Civ2/freeciv would you say?
Regards,
-- David
- Re: [[Freeciv-Dev] Babarians], (continued)
Re: [[Freeciv-Dev] Babarians], Samuel Porter, 1999/03/16
Re: [[Freeciv-Dev] Babarians], Falk Hueffner, 1999/03/17
Re: [[Freeciv-Dev] Babarians], Claus Leth Gregersen, 1999/03/15
RE: [[Freeciv-Dev] Babarians], Stig Haugdahl, 1999/03/16
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