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[Freeciv-Dev] Re: Civ 2 Combat fixes
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To: Davide Pagnin <nightmare@xxxxxxxxxx>
Cc: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Civ 2 Combat fixes
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Tue, 4 Feb 2003 03:22:01 -0800 (PST)

--- Davide Pagnin <nightmare@xxxxxxxxxx> wrote:
>> > I can send in my old Aegis patch if you want. It will probably still
apply.
> > Combat.c has not changed much.
> > 
> > All of this info is from 
> > 
> > http://www.apolyton.net/forums/Forum1/HTML/001944.html?8
> 
> I do know of this patch and that you proposed the fix.
> The reason why it has been stalled is that we are waiting to implement a
> generalized improvement support patch.
> With that gen-impr patch applied to Freeciv, it will be easy to extend
> the code to adopt also a generalized unit handling, which will lead to
> very simple way of configuring such special cases.

That's what I heard over 7 months ago when I first sent in the patch. I've come
to the conclusion that gen-impr will be always be a month away. I have a
schedule. I'm trying to complete 100% Civ 2 compatability within the month. I
won't have time after that. 

Except of course for the senate. I will never implement that piece of brain
damage.
 
> > 3.8 Partisans gain an attack advantage against non-combat units (any with
> > attack value = 0). Their firepower is increased significantly, perhaps as
> high
> > as 10x.
> 
> I wasn't aware of this rule. Have you found this is the civ2 manual or
> somewhere else?

Apolyton. That link I posted up top. Easy way to test if you have Civ2. Go to
the Cheat menu, create 10 partisans, 10 caravans. Do the same test with 10
riflemen, 10 caravans. Just change rules.txt riflemen attack to 4 to make it
equivalent.
 
> > Hitpoint recovery is nothing like Civ 2. I had no idea it was this complex.
> > 
> > WHEN THE DUST SETTLES...
> > After the battle, the victor is usually damaged. Units can heal as long as
> they do not move, not even along railroad. They heal at varying rates, 
> depending on their proximity to a friendly city or barracks. Settlers and 
> Engineers, the only units incapable of fortifying, heal while working.
> 
> I imagine this come from civ2 manual again, I'll look at this, and I
> will support the idea that the heal rate should be modified if the unit
> do moves.
> 
> > 
> > Land Units:
> > 
> >     * 40% of total hit points healed every turn in a non-barrack city
> >     * 30% of total hit points healed every turn near a city with
> barracks(i.e.
> > a square 7x7 squares) 
> 
> How you discover this? Again, manual of civ2? By playing?

Playing and apolyton.
 
Aloha,
RK.

Good generally conquers evil. Unless, of course, good is stupid.


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