[Freeciv-Dev] Re: suggestion / idea
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Yeupou !! (yeupou@xxxxxxxxxx) wrote:
> ship can conquer a city !
A ship can destroy the units in a city, but it cannot decrease the city's
population or actually occupy (capture/conquer) an enemy city. For that
you need a land unit (or Helicopter).
> so, the game is pretty umbalanced, cos' the ship are now so powerfull units :
> strong, hard to kill ...
The CVS version of Freeciv has one change in this regard: ships now
follow the Civ2 rule of losing movement points when they take damage
during a battle. This makes them slightly less powerful -- but you're
right, they are still formidable.
> this is so easy to kill someone who havent got warships with few ironclad..
... until your opponent builds Coastal Defenses. Or Alpine Troops.
> warships are in all case better than terran troops, so why making terran
> troops
> if warships can do the better so easily.. or should we never build a city on a
> river...
Only land units can capture cities... ships can only empty them. As far
as the river goes... I think you meant coast (as in, adjacent to the
Ocean). Ships can't move along rivers in any version of Civ I've played.
> the second one is i'm only a newbie programmer, so i cant fix that problem
> myself ...
It's not a programmatic issue. It's a question of the balance of the
units, which is mostly just numbers in a text file (units.ruleset).
Has anyone tried playing a game with the Ironclad scaled down --
say, with 20 hitpoints instead of 30? I'm not necessarily advocating
making this change in Freeciv (I think we need to work on greater Civ2
compatibility, not divergence, right now) -- but I'd love to know how
this change (or a similar one) affects game balance.
Maybe I'll try it myself if I find the time.
Oh, and please try the CVS version if you haven't yet. The decreased
movement points for wounded ships might make enough difference all
by itself.
--
Greg Wooledge | "Truth belongs to everybody."
wooledge@xxxxxxxxxxx | Red Hot Chili Peppers
http://www.kellnet.com/wooledge/ |
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