[Freeciv-Dev] Re: A bunch of patches
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On Fri, Dec 21, 2001 at 05:46:18AM +0000, andi payn wrote:
> Hi there. I'm new to this list, but I've got a whole slew of changes to my
> local copy of FreeCiv and I'd like to get comments on some of them.
>
> They're pretty horribly intertwined at present; I'd be happy to make usable
> patches out of any of them if anyone's interested. Here are the changes:
>
> Calendar: Replaced the hard-coded calendar system in FreeCiv (50 yrs/turn to
> -1000, 25 to 1 AD, etc.) with a flexible system that's configurable in
> game.ruleset. You can set the start year and years/turn for each age, and
> give it a name (which appears in the Gtk client). You can also require a
> certain tech before entering an age, and you can specify a tech that jumps
> to an age early (you can even have the ages completely controlled by techs
> if you want). The spaceship tech special-casing is still there as well, but
> has been made more flexible to handle gen-impr. The names are nice, except
> that I can't come up with good ones for standard FreeCiv ages. The flexible
> years are handy for the Ancients ruleset (so I can play 425 turns by 1500AD,
> as intended by the designer), but so far not for much else. The tech-based
> calendaring is a nifty idea, but I haven't found it to be too useful in
> actual play. It does seem to work perfectly, though.
This is an independent topic (which is good). It also goes in the
right direction. I would have no problems with such a patch.
> Vet Levels: Replaced the two vet levels with any number, specified in
> units.ruleset. Each vet level has a name and a combat bonus, as in
> Civ2/standard FreeCiv, as well as all kinds of other stuff: multipliers to
> hitpoints (as in Civ3), movement, and firepower; settler activity bonuses
> (requires rescaling activity counts, and there are already patches that do
> this better than I did); additive move bonuses (like SMAC elite), diplomat
> battle bonuses (only useful with my Diplomat patch), trireme loss chances,
> and I think a few other things. Other settings allow units to advance
> through completed settler actions (which can depend on the complexity of the
> action), diplomat actions (defending a city, completing an attack on a city,
> bribing/sabotaging, etc.), surviving at high sea, and different combat
> results (with the withdraw patch; otherwise this last one is meaningless). I
> play with this one all the time; it seems to work perfectly, and it adds a
> lot to the game.
Teamciv has such a feature. This feature hasn't been integrated in
freeciv. Please talk with Karl about this.
> Withdraw: Units with >1 moves can withdraw if losing in battle. All kinds of
> configurability. Some bugs, too, but close to usable.
Sounds small, so no problem. However I suspect that the AI need
updating for this.
> Diplomat: Options to change diplomatic battles. In addition to Civ2/standard
> FreeCiv diplomacy contests, you can also take the attacker into
> consideration, or handle diplomacy contests similarly to combat (as in
> SMAC). Also, diplomats can fight in the field (as in SMAC) if you select
> another option. Yet another option adds biological warfare (kill half the
> city, higher chance of failure/getting caught, requires discovering a tech
> with a new flag, so of course you also have to add such a tech to the tech
> ruleset).
I want to see the patch and get the opionions from other people about this.
> Infinite Move: Allows you to specify units with infinite move rate and/or
> infinite paradrop range (like SMAC's orbital insertion). Infinite paradrop
> works great; infinite move range causes some problems, such as danger
> overflows. I've made some changes to fix the danger problem, but I'm not
> sure they work quite right.
I suspect you would have a hard time to implement this in the correct
way. What unit/thing has an infinite move rate?
> City Report Subfields: Many columns in the city report dialog have multiple
> fields. This patch lets you sort by any of them. Plus, numerical fields are
> sorted numerically (no more "1, 10, 16, 2, 23, 3, 4"). Each client needs
> some way to pick the sort field; the Gtk client has a context menu, the
> others so far have nothing. There are a couple of minor issues with the
> implementation that nobody will notice, but I want to fix them.
I implemented this some time ago and there were no consent how to do
it.
> Additional City Report Columns: In addition to porting the Grow Turns,
> Attack, and Defense patches from new-columns to handle the Subfields changes
> (most of the rest are unnecessary with subfields), I added some more:
> Martial Law (units present that are capable of providing martial law and
> total contentness effect of those units), Support (number of units, plus
> H/F/P/G upkeep under current conditions), and Potential Support (H/F/P/G
> upkeep before compensating for government, helpful in fixing up cities
> before a revolt). This all works. I also merged the code that handles
> counting this stuff up into one place, and stored some stuff that was being
> thrown away (potential support per unit) to save CPU time (and passes it
> across the network to waste bandwidth), which doesn't have much effect
> without the rest of the changes.
I see no problems with this one.
> Obsolesence: Currently, once a unit can be upgraded, it becomes obsolete.
> I've added a second field in units.ruleset that changes this. If you specify
> an "obsoleted_by2" for a unit (which can be "Never"), the unit can be
> upgraded to its "obsoleted_by" unit, but can be built anyway until its
> "obsoleted_by2" unit is also available. This is useful for a few purposes in
> variant rulesets I've used (e.g., Engineers can upgrade to Formers, which
> can't build cities but don't take food cost, but they aren't obsoleted by
> them, because you still need to be able to build Engineers).
Wouldn't a switch "show obsolete" in the city change dialog be easier?
> Satellites: Units that don't participate in combat or ZOC (this almost
> works, but other units can still move into squares occupied by friendly
> satellites to get around ZOC, which is silly), don't move, and don't defend
> cities (they should either disappear or be captured, I suppose). Handles
> SMAC-style satellites (basically do-nothing units with negative upkeep,
> which required minor changes in itself). Also allows "spy satellites," which
> can "paradrop" (enter geosynchronous orbit over) any square on the map (even
> on top of enemy units or cities, although this causes some serious problems)
> and see the area "below" them. Should also handle killer satellites, but
> they don't work. Maybe some kinds of satellites should be improvements, not
> units.
> The whole thing needs more thought.
Yes. Satellites would be a complete new unit type. I'm not sure if
this should be implemented.
> Borders: My borders aren't nearly as good as the patch already available (or
> in FreeCiv-ac), but they are more configurable. You can specify the city
> influence radius, configure what happens when two cities are equally close,
> decide what effects borders have on the game (most of the latter settings
> don't work yet), and crash the game spectacularly.
Merge them with others or wait till one border patch makes it into CVS
and provide an improvement patch.
> Advanced Tech Build Bonuses: For each tech you discover that depends on a
> unit's (or improvement's) required tech, the price for that unit (or
> improvement) comes down. This is controlled by a server option (set
> atechbuild=9950, and the price goes down to 99.50% of its former price for
> each new tech). The game calculates the dependency tree when loading the
> ruleset, so there's no CPU time wasted. You can also configure whether
> future techs are dependent on all techs or dependent on none, or whether
> they give a separate bonus. This seems to work, but I haven't tested it
> much. Also, with the standard tech tree, it'll probably give weird results.
> To make this work well, it'll probably need some additional settings in the
> tech ruleset, so you can specify that tech B requires tech A but doesn't
> count as a more advanced tech in the same field, while tech C requires tech
> A and does count as a more advanced tech in the same field. This would allow
> other features of the SMAC tech system as well.
I want the opionions from other people about this.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
Q: Do you know what the death rate around here is?
A: One per person.
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