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18.Nov: FIRST BOOK OF CANDLE`BRE SAGA RELEASED
28.Apr: FREECIV 2.1.4 RELEASED
02.Nov: `FREECIV` 2.1 IS HERE

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barocca
Chieftain
Feb 2006
time: 22:02
26-03-2006 10:52 | www
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feedback, queries plus beetles and moths Increase Your PM Length


transform to ocean?
while THIS would be sometimes handy, allowing "canals" and shortcuts for shipping i don't think that was your intention,

(perhaps you could make a terrain transformation passable to shipping that could be canals)

B.
(the little isthmus i started on is down the bottom left of the minimap)

Attachment: ocean.gif
This has been downloaded 67 time(s).

Boco
Scenario League / Civ2-Creation
King
of underdogs
Jan 2001
time: 17:02
26-03-2006 14:31 | www
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Full PM-box? Change here!


It's minor compared to Barocca's question, but shouldn't the menu options reflect the resource associated with the target terrain for grassland, forest, and ocean, rather than peat? Or is this a particularly rotting world?

CapTVK
Civilization II MultiplayerPolyCast TeamApolyCon 06 Participants
King
Voorburg, the Netherlands, Europe
Apr 2007
time: 22:02
26-03-2006 20:05 | www
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Remove this text


the canals versus ocean squares has been quite a discussion. I think for the moment weīve settled on transforming ocean squares.

Thatīs a good point Boco, I canīt see clearly but I think the engineer is standing on a swamp with a peat resource. And it just displays the current resource and not possible resources depending on transformation.


P.S
Transformation works both ways, you can also change ocean squares (next to sufficient landsquares) to swamp and then on to grassland, forest etc...

himasaram
Warlord
of my back yard
Sep 2005
time: 07:02
26-03-2006 21:20
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quote:
...
Thatīs a good point Boco, I canīt see clearly but I think the engineer is standing on a swamp with a peat resource. And it just displays the current resource and not possible resources depending on transformation.
...


Actually, transforming terrain no longer transforms the special in 2.1! There have been long discussions on this too; search the mailing lists...

In theory this of course means that you might end up with nonsensical combinations such as forste/whales or ocean/buffalo.

barocca
Chieftain
Feb 2006
time: 22:02
27-03-2006 07:12 | www
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quote:
Originally posted by CapTVK
Transformation works both ways, you can also change ocean squares (next to sufficient landsquares) to swamp and then on to grassland, forest etc...

? do i put the engineer on a ship?



(perhaps include BOTH options? canal and ocean?)

B.

barocca
Chieftain
Feb 2006
time: 22:02
27-03-2006 08:05 | www
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Inflate your Upload Space


a beetle or a moth?

i put my whole civ into rapture, and after two turns messages in the message box stopped,
i may have overloaded the system with 30 cities going into rapture and all growing all at once

ending rapture did not restart messaging

saving and reloading restarted messaging

B.

barocca
Chieftain
Feb 2006
time: 22:02
27-03-2006 08:18 | www
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i built michaelangelo's chapel, counts as a cathedral in all cities,
now cathedral is still in my build lists, and i had to go in and stop cities building them,
is there a way to make cities not build specific improvements? (as in make that improvement unavailable for all cities?)

and

Is the ai that decides what to build next smart enough to avoid building improvements that are "replicated" by wonders?
(as in :- are these ones i had to change already queued?)

cheers,
B.

Last edited by barocca on 27-03-2006 at 08:39

barocca
Chieftain
Feb 2006
time: 22:02
27-03-2006 12:35 | www
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fundamentalism?
this government type is not in the game?

i like it, once i have reached the end of the tech tree i often switch to fundamentalism and go on my global conquest.

it is also handy for scenarios, where you can put special units into the free support slot

will it be in the final version?
B.

himasaram
Warlord
of my back yard
Sep 2005
time: 07:02
27-03-2006 13:00
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#9 | report |
Suffering from ads?


quote:
Originally posted by barocca
fundamentalism?
this government type is not in the game?

i like it, once i have reached the end of the tech tree i often switch to fundamentalism and go on my global conquest.

it is also handy for scenarios, where you can put special units into the free support slot

will it be in the final version?
B.


Fundamentalism is implemented but not used in the default rules because of multiplayer balancing issues (it is too powerful!)

It's in the civ2 ruleset though.

barocca
Chieftain
Feb 2006
time: 22:02
29-03-2006 07:24 | www
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worklists

edited

is it possible to apply one worklist to all cities with a single click (maybe a radio button "apply to all")
not a default action, but a chosen action,
(default should still be single city)

also a little note regarding setting a default item as the end of the list,

or perhaps make coinage the default that the city changes to at the end of the list,


preventing builds

is there any way to prevent cities from building specific items?
i rarely use airports or research labs,
so i prefer not to build them,

currently when a city reaches the end of it que or its worklist it builds the things by itself.

(having a blast with freeciv)
cheers,
B.

Last edited by barocca on 29-03-2006 at 07:56

barocca
Chieftain
Feb 2006
time: 22:02
31-03-2006 20:18 | www
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Remove this text


Query

i am having problem with scientists,
the anti-establishment scum keep popping up,
(despite sending all existing one to gulags)

either the game keeps changing my tax men into scientists,
or they are new citizens who are SUPPOSED to be entertainers,
what anyone finds entertaining about scientists is beyond me...

i have no governors enabled,

B.

Last edited by barocca on 31-03-2006 at 20:32

barocca
Chieftain
Feb 2006
time: 22:02
01-04-2006 04:36 | www
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i think i have figured out the cause

i cannot fix it at the local level

Each time your city gets a new citizen the game resorts your cities population,

it changes the tiles worked (which i WISH i could turn OFF - sometimes i want specific tiles worked for a reason - i dont want 10 excess food, i want 1, that colloseum aint gonna be finished in time and i dont want disorder...)

and it changes what your surplus citizens are/do,
in my case it is changing them to scientists WHICH I DONT WANT, i want MONEY


what is should do is pick the best tile for the new citizen to work and leave the excess population alone,
notify me if there is now a negative food situation, even if it gonna take 20 turns to cause a famine,
and if their are no tiles to work the citizen should become what i tell it to become (currently set at elvii, and the game makes them scientists)

cheers,
B.

barocca
Chieftain
Feb 2006
time: 22:02
03-04-2006 08:59 | www
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Help yourself to an AD-FREE life


query
is there any way to turn off "following at end/begin of turn" those units that are automated, or that have a destination?

once you get a large empire going it can be annoying,
an option to follow, or not, would be ideal


query
is there a method to determine which civilizations will appear when other die off?

a "ranking" system would be neat,
where the player could select various civ's as having a greater chance of appearing,

also a method to set starting opponents,


perhaps combine, the player can select a group of civs that the starting civ's are chosen from and any left overs are the first to appear, after all the players choices are exhausted the next civ to appear is chosen at random (well, kinda random see next comment)



currently it seems civs that are historically close in location to the players chosen civ appear more frequently.
(this IS good !)

(still enjoying the game, absolutely)
cheers,
B.

Last edited by barocca on 03-04-2006 at 09:40

himasaram
Warlord
of my back yard
Sep 2005
time: 07:02
04-04-2006 11:57
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quote:
Originally posted by barocca
query
is there any way to turn off "following at end/begin of turn" those units that are automated, or that have a destination?

once you get a large empire going it can be annoying,
an option to follow, or not, would be ideal


Very true! This, as well as your other suggestions for improvement above, should be posted to bugs@freeciv.org - preferably one mail per wish.


quote:
query
is there a method to determine which civilizations will appear when other die off?

a "ranking" system would be neat,
where the player could select various civ's as having a greater chance of appearing,


"Die off"? Do you mean as the result of civil war? If so, that's controlled by the 'civilwar_nations' tag in every nation ruleset.

quote:
also a method to set starting opponents,


IIRC in 2.1 you can right click on players in pregame and select 'Pick Nation' from the popup menu!


quote:
perhaps combine, the player can select a group of civs that the starting civ's are chosen from and any left overs are the first to appear, after all the players choices are exhausted the next civ to appear is chosen at random (well, kinda random see next comment)


This is already done to a certain extent in 2.1: There's a high probability that each AI player will be chosen from the same 'time' groups (i.e. Ancient ect.) as the one the human player selected.



quote:
currently it seems civs that are historically close in location to the players chosen civ appear more frequently.
(this IS good !)


Yes. See above. I'm the architect of this behaviour.

quote:
(still enjoying the game, absolutely)
cheers,
B.


Glad to hear that!

barocca
Chieftain
Feb 2006
time: 22:02
06-04-2006 10:28 | www
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Inflate your Upload Space


i mean when a nation is killed off, and a "fresh" one spawns,
can we select which ones get "spawned"



another problem/query

i can select multiple units as long as they are all solo in hex/square 's, (using shift)

i wish i could figure out how to select an entire stack!!
(select same type selects ALL units in view of that type - i only want the specific stack)

cheers,
B.

Ps- i am fairly certain i have emailed all of these,
when i get home again next week i will check to make sure (cannot check it from here)
B.

Last edited by barocca on 06-04-2006 at 10:35

barocca
Chieftain
Feb 2006
time: 22:02
14-04-2006 07:00 | www
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#16 | report |
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a bug i could recreate only in one save game,

can someone give this a try
warning, if it happens you will lose control of your civ - make an alternate backup save first)

load several tranports,
move them somewhere they can unload (stacked),
wait till next turn,
click on a transport,
click go to in the orders menu,
dont click on the map,
wiggle around a bit then reopen the orders menu and click unload transport

anything bad??



is this good or bad?
the ai does not seem to station much in the way of troops outside of cities in the early game,
while the ai is defending cities quite well (4 plus defenders) it is far too easy to get ashore and in amongst his cities,
NOW
this behaviour seems to change late in the game with the ai seeming to "patrol" coastlines,
i assume they're patrolling, i see land units moving back and forth constantly. (patrolling is good)


i always save the initial turn, before moving anything,
i have gone back a couple of times and restarted from that turn in my current testing,
the AI civs do something completely different EACH time i restart!!
this is good!!
(except the accursed English and their luck on being on a resource rich island - building wonders faster than i can...having to be most selective am i... <- THIS is NOT a bug, this is a challenge!)



just to let you know,
i am still playing freeciv,
if i was not having fun i would not be playing,

for a beta version it has far LESS bugs than many release version games that i have often regretted spending hard earned cash aquiring.

freeciv also has features and depth that i am constantly discovering,
(maybe, one day, i might even read the contents of the doc folder...)

cheers,
B

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