[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs

2014-03-17 Thread Marko Lindqvist
Update of patch #4602 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 

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Follow-up Comment #4:

Discussion about ruleset's future in task #7775

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[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs

2014-03-15 Thread David Fernandez
Follow-up Comment #1, patch #4602 (project freeciv):

My 2 cents here.
The ruleset civ2civ3 was designed mainly for single player games: it slows
down the gameplay, tries to make more challenging the space race, there are
several wonders that affects ai_love, and I think the combat rules work better
in non-concurrent mode...

But at same time it tries to take into account, and to avoid, any possible
exploit of the rules, so it can be possible to use it online.
It seems that online players like to use it for long turn games (or great
turn), with some minor changes. They use to double (or triple) the movement
points of every unit, to add a pre-fortress, and change the effect or cost of
some wonders, mainly.

I also wondered if the version hosted here should be optimized for single or
multiplayer, because most of the feedback comes from online players. Until
now, I have tried to design it for single player, but to try to reduce to the
minimum the changes needed to enjoy it online.

Anyway, I think civ2civ3 ruleset can not be used to play quick online games
(contrary to long turn where 1 turn = 1 day), and so it can not replace the
current multiplayer ruleset. But please, let me know if someone tested it
this way.

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[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs

2014-03-15 Thread anonymous
Follow-up Comment #2, patch #4602 (project freeciv):

Some comments on the longturn experience with the multiplayer ruleset can be
found here.

http://forum.longturn.org/viewtopic.php?id=130

This ruleset began as Book's Rewonder ruleset. I don't think it has ever been
fixed or improved since.

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[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs

2014-03-13 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4602

 Summary: Convert multiplayer ruleset effects to use present =
FALSE instead of nreqs
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 14 Mar 2014 01:20:13 AM EET
Category: rulesets
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

While going through multiplayer ruleset for these changes, I also wondered
what should the future of the ruleset be. It was originally introduced so that
there would be no need to make so many compromises between single-player and
multiplayer functionality in classic ruleset. Now that civ2civ3 starts to be
the most used ruleset in both single-player and multiplayer, that point of
having current multiplayer ruleset is no longer relevant.

Should we overhaul multiplayer ruleset to be more like multiplayer version of
civ2civ3 while making civ2civ3 single-player optimized?



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File Attachments:


---
Date: Fri 14 Mar 2014 01:20:13 AM EET  Name: MultiplayerPresent.patch.bz2 
Size: 2kB   By: cazfi

http://gna.org/patch/download.php?file_id=20319

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