[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?
Follow-up Comment #9, patch #5007 (project freeciv): I have realized that transports can raise the veteran level while cleaning pollution. This was not intended, and I'm not liking it. I'll created a new ticket, bug #23290, to fix the transports, and to reduce the veteran_work_raise_chance of engineers (as suggested here). I'll keep this ticket for the custom names, that I'm not confident to change. ___ Reply to this item at: http://gna.org/patch/?5007 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
Update of patch #5007 (project freeciv): Planned Release: 2.5.0, 2.6.0, 3.0.0 = 2.5.1, 2.6.0, 3.0.0 ___ Follow-up Comment #6: As it seems that the balance part of the ticket has been rejected, and this is now only about the names of the veterancy levels, don't consider this 2.5.0 blocker. ___ Reply to this item at: http://gna.org/patch/?5007 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
Follow-up Comment #8, patch #5007 (project freeciv): beginner, seasoned, senior and expert? ___ Reply to this item at: http://gna.org/patch/?5007 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
Follow-up Comment #7, patch #5007 (project freeciv): I like the idea of giving veteran chances to workers and reducing the chances to engineers, but I'm not sure about the best way. In civ2civ3, like classic, the veteran power factors are 100, 150, 175, 200. And I'd like to keep it the same for combat and work. I like the veteran chances from experimental rules: veteran_work_raise_chance = 2, 1, 0 veteran_power_fact= 100, 125, 150 But I find confussing that veteran combatient has power 150%, while veteran worker with same icon has 125%. And I think even this minimum chance would create too much veteran workers, if available from start: veteran_work_raise_chance = 1, 0 veteran_power_fact= 100, 150 So, I'd vote to keep veterancy only for engineers: veteran_work_raise_chance = 3, 2, 1, 0 veteran_power_fact= 100, 150, 175, 200 But they would require 4 veterancy names. What about beginner, seasoned, senior and master? I'll do the patch if no better suggestions. ___ Reply to this item at: http://gna.org/patch/?5007 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
Update of patch #5007 (project freeciv): Planned Release:2.5.0, 2.6.0 = 2.5.0, 2.6.0, 3.0.0 ___ Reply to this item at: http://gna.org/patch/?5007 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
Follow-up Comment #5, patch #5007 (project freeciv): variant2 uses (including the workers from the beginning of the game): beginner, seasoned, senior. ___ Reply to this item at: http://gna.org/patch/?5007 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
Follow-up Comment #4, patch #5007 (project freeciv): In spanish it'd be something like obrero(laborer), capataz(foreman), perito(?) and titulado(chartered). But taking into account the scale, as you point, I'd prefer experimentado(experienced), cualificado(skilled), experto(expert), especialista(specialist), or something like that. About the chances of veterancy, I like the values of experimental rules for workers that are there from the begining of the game, but engineers do not appear until the middle of the game, and it is not easy to keep them working 150 turns before the end of the game, without being killed by modern enemy units. I find it easier to calculate the average number of turns needed to reach the next veterancy level. In the case of veteran_work_raise_chance = 3, 2, 1, 0, it would be 33, 50 and 100 turns (183 in total). I personally like it, but I see ok to use the values from experimental rules if people prefer them. ___ Reply to this item at: http://gna.org/patch/?5007 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
Follow-up Comment #1, patch #5007 (project freeciv): I'm not good choosing names, but I like the idea to give them custom names. Also, the bonus seems very generous; elite Engineers work 4x as fast as Workers, and an Engineer has a 50% chance of being elite after 127 turns of activity. Is this deliberate? I did not adjust the default values, but I played several games with those values and I liked it. Since early engineers can not perform terraforming (until research of fusion power), I tried to give them something that makes engineers worth to be researched and upgraded as fast as possible. An average of 150 turns of work to get elite status sounds good to me, but I see ok to reduce the chances of veterancy a bit. For example to: veteran_work_raise_chance = 3, 2, 1, 0 ___ Reply to this item at: http://gna.org/patch/?5007 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
Follow-up Comment #2, patch #5007 (project freeciv): I'm not good choosing names, but I like the idea to give them custom names. I'm struggling a bit. Some ideas include casual labourer, foreman, chartered engineer and the like. But the scale is a bit wrong (these are really corps of engineers or industrial consortia). I did not adjust the default values, but I played several games with those values and I liked it. OK, we'll leave them alone. I see ok to reduce the chances of veterancy a bit. For example to: veteran_work_raise_chance = 3, 2, 1, 0 That yields 158 turns to 50% elite, and 24 turns to 50% veteran-or-better. Now that Transports have some terrain improvement roles, should we consider a custom veteran system for them too? ___ Reply to this item at: http://gna.org/patch/?5007 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
Follow-up Comment #3, patch #5007 (project freeciv): (file #15820 is the spreadsheet I use for playing with raise chances) ___ Reply to this item at: http://gna.org/patch/?5007 ___ 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 #5007] civ2civ3: custom veteran system for Engineers?
URL: http://gna.org/patch/?5007 Summary: civ2civ3: custom veteran system for Engineers? Project: Freeciv Submitted by: jtn Submitted on: Fri 01 Aug 2014 13:10:03 BST Category: rulesets Priority: 5 - Normal Status: Need Info Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0, 2.6.0 ___ Details: The civ2civ3 Engineers can become veteran through work, but they still have the military veteran names (green/veteran/hardened/elite). Perhaps they should have a custom veteran system with its own names? Compare apprentice/journeyman/master in the experimental ruleset (although since civ2civ3 Workers don't have veterancy, maybe we can pick more modern names). Also, the bonus seems very generous; elite Engineers work 4x as fast as Workers, and an Engineer has a 50% chance of being elite after 127 turns of activity. Is this deliberate? ___ Reply to this item at: http://gna.org/patch/?5007 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev