[Freeciv-Dev] (PR#7392) suggested new default veteran rules
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: |
undisclosed-recipients: ; |
Subject: |
[Freeciv-Dev] (PR#7392) suggested new default veteran rules |
From: |
"Per I. Mathisen" <per@xxxxxxxxxxx> |
Date: |
Sat, 7 Feb 2004 01:52:16 -0800 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=7392 >
On Sat, 7 Feb 2004, Raimar Falke wrote:
> While this is ok for the civ1 and civ2 rulesets we should change it
> for the default one. There is no point in adding the feature if nobody
> uses it. And it is too hidden that someone finds it bychance.
Yep. I've been supposed to do this for a while now. So let me spark off
the debate on new default veteran rules.
[veteran_system]
; How many veteran levels?
max_veteran_levels = 4
; What are the names of the levels?
veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
; The percentage chance of increasing level through combat
veteran_raise_chance = 50, 33, 20, 0
; Power factors are as a percentage.
; +50% is represented by 150
veteran_power_fact = 100, 150, 175, 200
; The percentage chance of a settler/engineer increasing level through
; performing useful work (per turn)
veteran_work_raise_chance = 5, 3, 1, 0
; The chances of a trireme being lost at sea when not adjacent to a
; land tile.
veteran_highseas_loss_pct = 50, 25, 5, 0
; The additional number of movement points granted for different veteran
; levels. These are thirds of points, so to increase movement
; by a whole point 3 must be specified.
veteran_move_bonus = 0, 0, 0, 0
This is my suggestion. It is not very ambitious - it can be further
extended later if desired, but I think it is smart to start with a small
set of changes and see how it works out.
- Per
[Prev in Thread] |
Current Thread |
[Next in Thread] |
- [Freeciv-Dev] (PR#7392) suggested new default veteran rules,
Per I. Mathisen <=
|
|