<URL: http://bugs.freeciv.org/Ticket/Display.html?id=40111 >
> [per - Mon Feb 25 06:50:49 2008]: > > On Sun, Feb 24, 2008 at 6:46 PM, Madeline Book > <[EMAIL PROTECTED]> wrote: > > > This is a bug. These units should not show up until > > > adjacent to cities, and should be completely invisible to > > > passing units. > > It is not a bug. Also, making diplomats partially invisible would > upset a game balanced already tilted too much in favour of diplomats > and spies as it is. I concur that giving diplomatic units Partial_Invis would be unbalancing for gameplay, based on my multiplayer experience. There is no compelling reason why they should have this perk in the default ruleset. As for emulation of the other civ versions, I checked the civ1 manual and my own recall and it does not indicate that diplomats behave this way (spies do not exist in civ1). I further checked the rules.txt file for civ2 (and the manual) and it does not appear to me that spies (and certainly not diplomats) have a submarine-like invisibility (i.e. the Partial_Invis flag in freeciv or unit flag 000000000001000 in civ2 rules.txt parlance). But it is possible that it is hardcoded into the civ2 program and not documented anywhere that I looked. Finally I perused the civ3 manual and found that to be, in terms of diplomacy and espionage, a very different game entirely. ;) So I would conclude that diplomatic units must not have the Partial_Invis flag in the default ruleset (for gameplay balancing considerations and preserving the status quo), and neither should they have this flag in the civ1,2,3 emulation rulesets. If anyone has verifiable sources or reasonable arguments to contest these conclusions, please share. _______________________________________________ Freeciv-dev mailing list [email protected] https://mail.gna.org/listinfo/freeciv-dev
