Sounds about right.. I was talking about #2, and how it could make things go a lot quicker when the game gets to that stage. When turns start taking that long, being able for everybody to be doing their turns at the same time would be a great advantage.
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Originally posted by CapTVK
Automated settlers, patrols and goto's will come into play (units set on an enemy city will also attack it). If you grow into super empire size.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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Originally posted by Ming
Good point... how does combat/movement work. Does it resolve combat at the end of a turn after all players have moved?
Automated moves (and also those that result in combat) are resolved right at the start for all the players. I'm not sure if all automated units use the AI_combat routines With goto's you can send wave after wave of weak units to attack static units and cities and so on. For units settled in cities there's also an auto-attack option. I haven't used it myself, I always tend to fortify units.Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
Elie A. Shneour Skeptical Inquirer
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Originally posted by rah
This type of statement leads to believe there may be some deficiencies in the combat in how many decisions you can make when combat is occuring.) this isn't a problem. If speed is of the essence you're better off delegating. Units doing nothing in the field are a waste.
Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
Elie A. Shneour Skeptical Inquirer
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Originally posted by DrSpike
If it's Simul how does Freeciv address the usual Simul problems? Granted there is no host advantage, but being awake when 'the clock strikes 12' seems a large advantage.Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
Elie A. Shneour Skeptical Inquirer
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Freeciv : AI Diplomacy is in!
This is just in: Diplomacy has been added to the Freeciv CVS. That means the next version of FC will have AI diplomacy!
The code in CVS now contains AI support for diplomacy. You no longer start out automatically at war with the AIs, and you can make peace and alliances with them, as well as exchange techs and give gifts.
Their behaviour tends towards "king of the hill", which means they will gang up on the strongest player. However, they tend to be pretty good allies, as long as you honour the alliance too.
Please give it a try if you can, and let me know what you think about it. I am sure a lot of adjustments are needed still.
Two thumbs upup for Per and all the other developers working on the AI code.
Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
Elie A. Shneour Skeptical Inquirer
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Originally posted by CapTVK
Ah, and there is! That's where the unit goto's and automated units come into view. Those (all civs) move at the start of the turn, right at the moment 'the clock strikes 12'.
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Originally posted by CapTVK
Ah, and there is! That's where the unit goto's and automated units come into view. Those (all civs) move at the start of the turn, right at the moment 'the clock strikes 12'.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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FC has been around for years (it was started in 1995, before Civ2 came out in 1996) and was designed with goal to create a free MP version of Civ (and later on Civ2). The emphasis was on multiplayer, not singleplayer (hence the long lack of AI diplomacy). Because FC centered on MP from the outset most issues/problems relating to MP have been fixed or adressed in some way to keep things balanced.Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
Elie A. Shneour Skeptical Inquirer
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