[Freeciv-Dev] submarines
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Submarines are useless. Let's fix that.
diff -u -r1.38 units.ruleset
--- data/default/units.ruleset 2002/07/23 19:01:17 1.38
+++ data/default/units.ruleset 2002/09/04 16:51:36
@@ -1368,13 +1368,13 @@
sound_move_alt = "m_generic"
sound_fight = "f_submarine"
sound_fight_alt = "f_generic"
-build_cost = 60
+build_cost = 50
pop_cost = 0
attack = 10
-defense = 2
+defense = 1
hitpoints = 30
-firepower = 2
-move_rate = 3
+firepower = 3
+move_rate = 4
vision_range = 2
transport_cap = 8
fuel = 0
It is still inferior one-on-one to a battleship, even if it is the one
attacking. However, all other ships should face defeat against it. As it
should be, as long as it is the attacker.
I also intend to complete the port attacks patch (see other mail), which
will enable sub attacks against ships in cities without the protection of
costal.
If these changes are done, I will code AI support for 'em, too...
Yours
Per
"I don't see why people are so upset about cloning sheep. American
television networks have been doing that to their audiences for years."
-- Jello Biafra
- [Freeciv-Dev] submarines,
Per I. Mathisen <=
- [Freeciv-Dev] Re: submarines, Miguel Farah, 2002/09/08
- [Freeciv-Dev] Re: submarines, Christian Knoke, 2002/09/08
- Message not available
- [Freeciv-Dev] Re: submarines, Christian Knoke, 2002/09/08
- [Freeciv-Dev] Re: submarines, Per I. Mathisen, 2002/09/10
- [Freeciv-Dev] Re: submarines, Christian Knoke, 2002/09/10
- [Freeciv-Dev] Re: submarines, Raimar Falke, 2002/09/10
- [Freeciv-Dev] Re: submarines, Per I. Mathisen, 2002/09/10
- [Freeciv-Dev] Re: submarines, Christian Knoke, 2002/09/11
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