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How do you move diagonally?

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  • How do you move diagonally?

    I downloaded the windows native version, 1.11.4, and have it running. I'm able to move N,S,E,W, but how do I move NE, NW, SE, SW? I tried various combinations of Num Lock on and off on my keypad, but no joy. A quick scan of the manual didn't help, either.

    Edit: never mind, I tried Num Lock again and it worked.
    [This message has been edited by DaveV (edited December 21, 2000).]

  • #2
    Wow, the famous DaveV is playing Freeciv. Your comments will be very welcome.

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    • #3
      *Flaunts his ignorance*
      Why is DaveV so famous? (ok, a search gives me a zillion hits in the civ2 forums)
      Can he code? Can he make a better default ruleset?

      Oh, and longtime civ2 players should try the freeciv CVS code which has my client goto line, which I am very proud of
      http://www.hardware-wiki.com - A wiki about computers, with focus on Linux support.

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      • #4
        Jing - flattery will get you everywhere!

        Thue - I am a good Deity-level Civ2 player, who has no trouble beating the AI. One of the main reasons I downloaded FreeCiv was because of your plugs on behalf of its AI. Think of me as yet another backseat driver willing to offer all kinds of suggestions to the guys who are doing the real work .

        I don't have a lot of time to play right now, so it will be a while before I have detailed comments to offer.

        Initial impressions: specials seem to be "clumpy" - I had one game where each of my first four cities had whales in its radius, and another where I had only a couple decent specials among about ten cities. This is not necessarily a bad thing, but could lead to some very uneven starts. The scarcity of shield grassland may call for some changes to my civ2 strategies. I haven't played far enough into a game to evaluate the AI. The game seems stable enough, and I've noticed you've fixed the "incremental rushbuilding" cheat.

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        • #5
          If you just want to see the AI in action try this:
          -fire up the server
          -in the server "set aifill 4"
          -in the server "create DaveV"
          -in the server "hard"
          -start a client and connect as DaveV.
          -in the server "start"
          -in the server "set timeout 5"

          And then just sit back and watch the AI in action. If you want to you can just start multiple client and connect each to it's own AI. dwp has put some code in CVS to allow more kinds of observers and multiple connections to a single player, but I haven't played with it yet.
          [This message has been edited by Thue (edited December 27, 2000).]
          http://www.hardware-wiki.com - A wiki about computers, with focus on Linux support.

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          • #6
            Hey, DaveV. I posted this question in the Civ2 Strategy forum but haven't got a definite reply yet. And I think you would know this. I read it somewhere that the amount of luxury that can be used to make citizens happy in a city is limited by city size. How exactly does that work? Thanks in advance.

            [This message has been edited by Jing (edited December 29, 2000).]

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            • #7
              quote:

              Originally posted by Jing on 12-29-2000 02:24 AM
              (snip) I read it somewhere that the amount of luxury that can be used to make citizens happy in a city is limited by city size. How exactly does that work?


              I'm not dave, but I think I understand how the happiness sequence works. Also I'm at home over break so I can't check my observations aginst civ 2, however I belive that they are correct.

              First, the number of unhappy (or extremly unhappy) citizens (due to city and nation population size) is calculated. All citizens start content, then are made unhappy one by one. If there is more unhappiness, the unhappy citizens will become extreamly unhappy.

              Second, happiness from luxuries is calculated. All happiness improvements require 2 gobblets/level of increase. The luxuries first make content people happy, then work on the unhappy people (one by one) makeing them content (one level), then making them happy (a second level, total of 4 gobblets). Finally, luxaries increase the happiness of the extreamly unhappy people.

              Third, city structure affect the happiness. Those structures are temples, cathedrals, colosseums, and (under democracy) court houses. IIRC, this also includes Bach's cathedral (cathedral in each city)

              Fourth, Martial law deals with unhappy citizens (depending on government)

              Fifth, Wonders (Hanging gardens, cure for cancer, etc) boost happiness.

              Sixth, having troops away from home makes citizens unhappy (depending on government, I think starting with content citizens. I'd need to check.)

              I hope my breakdown helps.
              Hum. I'll need to look at the (freeciv) code (and check my observations) when I get back to school.
              Andy Black

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              • #8
                Thanks, MacHatter. I know how the happiness sequence works. The particular question I had was about the maximum amount of luxury that can be used for any particular city. I got a reply elsewhere that any luxury above 2*citysize has no real effect, and that is consistent with my observation. I think I will implement it in Freeciv.

                Another thing missing from Freeciv is the extremely unhappy people. It seems to me that nobody should be made content or happy before these extremely unhappy people are eliminated. It seems unfair to take only one happy citizen to counter one extremely unhappy one. What do you think?

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