[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs
Update of patch #4602 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Follow-up Comment #4: Discussion about ruleset's future in task #7775 ___ Reply to this item at: http://gna.org/patch/?4602 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs
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. ___ Reply to this item at: http://gna.org/patch/?4602 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs
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. ___ Reply to this item at: http://gna.org/patch/?4602 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4602] Convert multiplayer ruleset effects to use present = FALSE instead of nreqs
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 ___ 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? ___ 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 ___ Reply to this item at: http://gna.org/patch/?4602 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev