Re: [Freeciv-Dev] (PR#22082) AI takes over savegame

2006-10-16 Thread Randy Kramer

URL: http://bugs.freeciv.org/Ticket/Display.html?id=22082 

On Monday 16 October 2006 03:26 am, Egor Vyscrebentsov wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=22082 

 On Thu, 12 Oct 2006 Joel Karel wrote:
  The AI has taken over my savegame in freeciv 2.1.0-beta2 (GTK+ client);
  dutch version. I was playing the Chineese, and somehow this nation is
  now on the AI mode as is the case with all nations. Saveame has been
  attached.


 to All: those reports became quite often. Do we need to place a message
 like Savegame is loaded. Now use 'take' command ...?

I guess I currently have an older version where this is not necessary, but I 
would say yes, such a message is necessary.  (Maybe with the ability to 
disable the message when the player has seen it often enough to remember. ;-)

Randy Kramer



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[Freeciv-Dev] FreeCiv: Scripting/macros?

2007-01-17 Thread Randy Kramer
Has anyone ever thought about somehow including a scripting language of some 
sort into FreeCiv?

I can imagine that being very useful.  Among other things, I can imagine:

   * writing my own macro to group moves (or anything similar)
   * writing a macro to attack using some set of tactics that I think is best 
(possibly different tactics depending on the situation)
   * writing city and build managers to use my own preferred strategies
   * even things like developing new advances in addition to the current 
technoligies--just for example, I can imagine creating a new advance 
Terraforming which might allow Engineers to do the o transformations much 
quicker--maybe I'd use a different keyboard shortcut to invoke terraforming 
when an Engineer was on the desired square--then the macro (in addition to 
things already implied) would keep track of (or recount on each turn) 
Engineer-turns and change the terrrain when the required amount of work has 
been expended

I can also imagine making FreeCiv a more educational game--the (my) city 
manager might first suggest strategies (or things to consider) to the player, 
then gradually, as the player seems to learn them (or not) offer to do those 
things for the player, and introduce more advanced concepts (like considering 
ROI and/or NPV when making decisions on what to build).

I'm sure it would not be a real easy thing to do, but I'm wondering if anyone 
else thinks it would be a useful feature?

Randy Kramer

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Re: [Freeciv-Dev] Freeсiv: Scripting/macros?

2007-01-22 Thread Randy Kramer
On Wednesday 17 January 2007 01:18 pm, Egor Vyscrebentsov wrote:
 On Wed, 17 Jan 2007 12:44:23 -0500 Randy Kramer wrote:
  Has anyone ever thought about somehow including a scripting language
  of some sort into FreeCiv?
 Look at /data/scenario/tutorial.sav
 And at http://freeciv.wikia.com/wiki/Events_Reference_Manual :)
 
 However, there are many things to do.

Thanks for the response, and sorry for my delayed acknowledgement!

IIUC, the tutorial came out in version 2.1.0 and Mandriva2006 included version 
2.0.4, so I'll have to wait till I upgrade (either Mandriva or just Freeciv) 
before I get into that.  (And then find time to do so ;-)
 
 PS Freeciv is written without capitalization of 'c'.

Thanks--I guess I spend too much time on wikis!

Randy Kramer


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Re: [Freeciv-Dev] Re: (PR#37820) Patch: Use PF distance in waste by

2007-03-17 Thread Randy Kramer

URL: http://bugs.freeciv.org/Ticket/Display.html?id=37820 

On Saturday 17 March 2007 01:02 am, (Eddie_Anderson) wrote:
 Per Inge Mathisen [EMAIL PROTECTED] wrote:
 We could just retire the distance based waste penalty.
 
 Perhaps, but I would prefer to keep it and give players a way to
 remedy it.  There are at least two reasons for keeping it:
 
 1) Waste-by-Distance reflects (roughly) the real problems of
governing (or managing) a remote location.  So it has a flavor of
realism.

+1

 2) Waste-by-Distance is the opposite side of the coin of trade
routes (which are more valuable if they are distant).  That too
has a flavor of realism - because goods that have to be imported
from far away cities tend to cost more.

+1

 And here's another idea.  Perhaps the new trade route formula
 that you just created could incorporate an incentive for a road
 network.  E.g. replace RMD with RMD/PFD.  That way, the better the
 travel conditions between the trading cities, the greater the income
 from the trade route.

I'm not as sure about this--maybe a U shaped curve or something similar (and 
maybe this rule would create that).  

Early in the game, trade over a long distance presumably takes a long time 
(slow travel) and small quantities (camel-loads), but is very expensive per 
unit cost because of the scarcity.   

Later in the game, trade becomes faster and easier--trucks over roads or 
railways--now quantities are larger, less scarce, less expensive per unit, 
but overall greater revenue due to greater quantity. (?)

Randy Kramer







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Re: [Freeciv-Dev] (PR#37592) Project directions

2007-03-18 Thread Randy Kramer

URL: http://bugs.freeciv.org/Ticket/Display.html?id=37592 

On Sunday 18 March 2007 02:02 pm, Peter Schaefer wrote:
 There always will be newbie traps and Im not sure whether it is a good
 idea to remove complexity from the game. After all, you want some
 learning curve.

+1

Randy Kramer



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Re: [Freeciv-Dev] (PR#39831) Training and combat

2007-11-02 Thread Randy Kramer

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39831 

Joan, 

I'm not a developer, really just a lurker, well, and a tweaker--on looking at 
the messages you changed (thanks, btw), I wondered if they could be improved 
any further--see below.  Maybe you can take them even further.

regards,
Randy Kramer

On Friday 02 November 2007 06:46 pm, Joan Creus wrote:
 When I started playing Freeciv, the sentence in the documentation that
 puzzled me most was May become veteran through training or combat. Combat
 was clear, but I kept looking for ways to train my units *after* they had
 been built. Laugh at me if you want, but it took me a while to figure out
 that the training was supposed to take place in the Barracks while the units
 were built.
 
 So I have written a small modification to helpdata.c to improve this
 sentence:
 
 - for terrestrial units, it will show: May become veteran through combat or
 training (if built in a city with Barracks or in a civilization with an
 active Sun Tzu.)

Hmm, how about Will be built as a veteran unit in a city with a Barracks or 
in a civilization with an active Sun Tzu, or can become a veteran through 
combat.

or, if necessary to shorten it:

Built as a veteran in a city with a Barracks or in a civilization with an 
active Sun Tzu, or can become a veteran through combat.

Built as a veteran with a Barracks or an active Sun Tzu, or can become a 
veteran through combat.

 - for maritime units, it will show: May become veteran through combat or
 training (if built in a city with Port Facility.)

and so on

 - for planes and helicopters, the message will be: May become veteran
 through combat or training (if built in a city with Airport.)
 
 There are three exceptions, though: Triremes can't be built if you have Port
 Facility, because Navigation obsoletes them. However, they may become
 veteran if they survive in the high seas, so the message could say: May
 become veteran through combat or training (if it survives in the high
 seas.); the other exceptions are Diplomats and Spies. They are too
 high-brow to attend Barracks, but Communist governments make them veteran,
 so the message is: May become veteran through combat or training (if built
 under a
 communist government.)
 
 These are the special cases I have thought of. Perhaps rulesets can be
 twisted to make Port Facilities without Navigation, but I really think this
 new messages would help newbies.
 
 I don't especially like the wording. Feel free to change it.
 
 As for the online manual, the mentions to Barracks, Sun Tzu and the like
 could link to the proper pages. I can update it once we have a final
 version.
 
 The diff file is for trunk/client/helpdata.c
 
 Cheers,
 
 Joan
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Re: [Freeciv-Dev] (PR#39845) RFE: deterministic borders and vision

2007-11-09 Thread Randy Kramer

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39845 

On Friday 09 November 2007 12:47 am, Jason Dorje Short wrote:
 I have to agree with per that changing the borders system is an 
 unfortunately tricky problem.  Having consistent/realistic/logical/fair 
 behavior in all cases may not really even be possible - I know that civ3 
 and smac had just as many if not more border goofs than our current 
 system.

If this is a step toward making freeciv more civ3-ish, I'd like to request 
that a means be kept to continue to have civ1 and civ2 like play.  

Randy Kramer



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Re: [Freeciv-Dev] (PR#39845) RFE: deterministic borders and vision

2007-11-09 Thread Randy Kramer

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39845 

On Friday 09 November 2007 07:44 am, William Allen Simpson wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39845 
 Randy Kramer wrote:
  If this is a step toward making freeciv more civ3-ish, I'd like to request 
  that a means be kept to continue to have civ1 and civ2 like play.  
  
 That's part of the idea.  

Good--thanks!

Randy Kramer



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