[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2015-02-17 Thread David Fernandez
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.

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2015-02-01 Thread Marko Lindqvist
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

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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.

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2015-02-01 Thread David Fernandez
Follow-up Comment #8, patch #5007 (project freeciv):

beginner, seasoned, senior and expert? 

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2015-02-01 Thread David Fernandez
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.

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2015-01-31 Thread Marko Lindqvist
Update of patch #5007 (project freeciv):

 Planned Release:2.5.0, 2.6.0 = 2.5.0, 2.6.0, 3.0.0


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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2015-01-27 Thread Marko Lindqvist
Follow-up Comment #5, patch #5007 (project freeciv):

variant2 uses (including the workers from the beginning of the game):
beginner, seasoned, senior.

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-03 Thread David Fernandez
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.

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-02 Thread David Fernandez
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

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-02 Thread Jacob Nevins
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?

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-02 Thread Jacob Nevins
Follow-up Comment #3, patch #5007 (project freeciv):

(file #15820 is the spreadsheet I use for playing with raise chances)

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-01 Thread Jacob Nevins
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

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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?




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