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[Freeciv-Dev] Re: (PR#19463) Barbarians in a no-barbarian game
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[Freeciv-Dev] Re: (PR#19463) Barbarians in a no-barbarian game

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To: superfli@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#19463) Barbarians in a no-barbarian game
From: "Christian Knoke" <chrisk@xxxxxxxxx>
Date: Mon, 14 Aug 2006 02:20:50 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=19463 >

Per I. Mathisen wrote on Aug 13, 23:12 (-0700):
> On Sun, 13 Aug 2006, Marko Lindqvist wrote:
> >> Your units can still be "killed by barbarians" when entering a hut, even
> >> if barbarians are set to 0. This is not a bug.
> >
> >  Yes, it is. Barbarians = 1 means that barbarians appear only in huts.
> > Barbarians = 0 mean no barbarians at all. At least that's what '/explain
> > barbarians' say.
> 
> /explain lies. Barbarians in huts means barbarian _units_ appearing from 
> huts.
> 
> However, I'd be happy to see this behaviour changed, so that barbarian=0 
> stops huts from killing your explorer.

So,

> help barb
Option: barbarians  -  Barbarian appearance frequency
Description:
  0 = no barbarians
  1 = barbarians only in huts
  2 = normal rate of barbarian appearance
  3 = frequent barbarian uprising
  4 = raging hordes, lots of barbarians
Status: changeable
Value: 2, Minimum: 0, Default: 2, Maximum: 4

==>

> help barb
Option: barbarians  -  Barbarian appearance frequency
Description:
  0 = no barbarians at all
  1 = native barbarians kill visitors in huts
  2 = barbarians spread from within huts
  3 = normal rate of barbarian appearance
  4 = frequent barbarian uprising
  5 = raging hordes, lots of barbarians
Status: changeable
Value: 3, Minimum: 0, Default: 3, Maximum: 5

?

An earlier suggestion had been, to make (new) level 5 so that 'raging
hordes' give a real fight to skilled players, BTW.

Christian

-- 
Christian Knoke            * * *            http://cknoke.de
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.





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