#1 Re: other » Bombardment » Today 13:23:27

Catapult and cannon have 3 moves, artillery 4 and howitzer 6. Would you change those to 1 for catapult and 2 for cannon? That sounds like slow since the attacker can't use the enemy roads because of the restrictinfra.

Please post here comments about how the archers work in LT44. We can then make decisions about what to do with the siege units.

#2 LT46 » Smaller empire sizes and city limits for LT46 » Yesterday 18:44:31

wieder
Replies: 0

LT40 worked reasonably well with the limited empire sizes. However in the end there was too much to do even while there was less cities. For LT46 the empire sizes will be reduced and the empires will be smaller. It's also not going to be possible to choose a good gov in the early game and build all the cities at once. For that we may have the govs split into 2-3 steps.

Monarchy could be something like that:

Ancient Monarchy (max 8 cities)
Medieval Monarchy (max 12 cities)
Modern Monarchy (max 16 cities)

Or Monarchy I, Monarchy II and Monarchy III.

Depending on the government the player could control 6-20 cities without getting extra unhappy from each new city.

The tech costs will be experimental and adjusted to the number of the cities. Less cities in the early game should also fix the issue we have with slightly too cheap techs in the early game.

As a reminder, don't be afraid about having too big changes. All this will only apply to LT46 and will not be used on the traditional games.

#3 LT46 » New features for LT46 » Yesterday 18:26:20

wieder
Replies: 0

This has been copied from the new games forum since it's about the upcoming LT46.

Few ideas we had for the next LT40 type game. This stuff will not be in the traditional games. No worries. The traditional games will have just minor tweaks.

- based on LT40
- SDI defense only kills the attacking nuclear missile with 75% probability
- there is still one small wonder that will give 100% defense against nuclear missiles but you can have it only on one city
- something could be done with civil wars. maybe using the LT44 approach and make 1-3 govs with super low civil war probability
- some new world wonders that are not too powerful but would still give a nice bonus to the player building them
- the players would get 2 free upgrades / turn after researching invention. no need to build Leonardo's
- Leonardo's would be a world wonder giving one additional upgrade to the player who builds it
- using the more expensive tech tree
- unit based tech trading that would be more easy compared to what we had in LT40 (no worries, the next *traditional* LT game will be tech trading free)
- smaller empire sizes in the start but compensated for bigger empires when techs advance. maybe implemented by splitting govs into two like: ancient monarchy and monarchy where the main difference would be smaller/bigger empire size. or maybe even having Monarchy I, Monarchy II and Monarchy III like with barracks. The revolution time will remain as one turn so it's not big issue to switch multiple times
- making the trade based governments less powerful by making markets, banks, stocks and super highways to give 40% bonus instead of 50%
- city working areas may grow in 3-4 steps instead of just 2. traditional games have no steps but LT40 had those
- new production based improvements for most of those govs without trade bonus (communism, federation, monarchy...)
- pollution will also affect ocean tiles
- SDI will give 25% defense against non-nuclear missile units
- new city improvement giving 25% defense against non-nuclear missile units
- missiles and cruise missiles are no longer city busters but will have FP3 by default and shorter range
- less range for all fighter units and the first fighters will be less expesive

#4 LT45 » LT45 will be based on LT44 » Yesterday 18:09:10

wieder
Replies: 0

Make here suggestions about what to change.

LT45 will be a traditional game and there will be more focus on more hostile world. Not something we have seen on Max Max but something with more mountains, hills and maybe even poles.

#5 Re: other » Bombardment » Yesterday 14:46:15

The catapult, cannons etc. have normal attack in the base ruleset we are using. There were talks about changing them to do bombardment but we were not sure about how to implement something that's not overpowered. That's why we are now experimenting with archers bombarding. With the experience from that we may be able to change the siege units (catapults etc) to have bombardment attacks.

However the catapult and other siege units now have the CityBuster flag. Meaning that they get double firepower when attacking cities.

#6 Re: New Games » The next more experimental game » Yesterday 14:39:51

Yeah, it would be good if there would be also a version for that kind of purposes.

I'm really not sure how long it will take for 2.6 but my guess is that longturn.org will not be using it this year.

#7 Re: LT44 » LT44 has started » 21.06.2018 11:00:04

There is a "feature" in the participation system that may be hard to figure out. It's possible to participate the game even after it has been started but it's no longer possible to confirm participation after that time. Before the start the confirmation is done by clicking the "confirm" button in less than 2 weeks before the start.

The technical reason for this is that all the players and their nations are created when the game is started. It's not possible to add more nations after the start. This is why we can only give idler nations to those players who want to join after the start. I'll reply here and tell about what nation you can take when we have better idea about the idlers. That's tomorrow.

#8 Re: New Games » The next more experimental game » 20.06.2018 22:34:37

Maybe we could update once there is a new stable version with clients for both windows and linux. I'm not sure how 2.6 is but I've understood that it's not yet finalized?

The 2.3 -> 2.5 upgrade tooks some time and 2.4 was skipped. 2.6 seems to have lots of interesting features. There is no upgrade process for lt.org games. Last time the ruleset was upgraded by hand to 2.5 by using 2.5 civ2civ3 as the base ruleset. Maybe next time we should edit the rulesets to support a new version.

#9 Re: LT44 » LT44 has started » 20.06.2018 22:22:04

We will soon know if there are idlers. There usually are some. You could replace an idler.

#10 Re: LT43 » delegation » 19.06.2018 22:55:34

Mail sent. Remind me if he is not back in few days.

#11 Re: New Games » The next more experimental game » 19.06.2018 15:25:01

The sprites and experimenting with those.

We could do some sprites for the players to download and use those as the preferred graphics. The fallback sprite, aka. graphic_alt would be one that's found from all clients.

In LT40 there was this early missile from 40's or 50's that was not as powerful as the cruise missile. Something like that could use custom graphics but it would also work with the cruise missile sprite. LT40 also had the anti-aircraft missile. Maybe we could start with those two? For me the problem is that I have little idea what to do and how to tell people about what actions they need to take in order to get that stuff working.

#12 Re: LT43 » delegation » 19.06.2018 15:07:04

Zoltan is now delegated to chill. Chill's alliance will decide how to deal with this later. I guess we should start looking for a replacement player.

#13 Re: LT44 » The winning conditions and the ruleset for LT44 » 19.06.2018 14:18:31

Yes. 2 set to one player. 2 even if there is no immediate need fro those.

#15 LT44 » LT44 has started » 18.06.2018 19:33:51

wieder
Replies: 9

Good luck everyone!

#16 Re: LT44 » The winning conditions and the ruleset for LT44 » 18.06.2018 17:57:34

You can set delegations for every player in the team. Example:

There are players A, B and C. Players B and C can both delegate to player A. Player A can delegate to player B. This way player A can play for B or C if one of them goes idle. The delegations are pre-defined in a sense that they are set before there is real need for having a delegation.

#17 New Games » Stuff to check for the future games » 18.06.2018 16:44:39

wieder
Replies: 0

- bribe costs for units and size 1 cities
- adjusting the tech costs by making the early techs more expensive while keeping the late techs just expensive: the early techs may be too cheap for team games or games with tech trading on

#18 LT44 » The winning conditions and the ruleset for LT44 » 18.06.2018 12:03:12

wieder
Replies: 6

Here is the ruleset:

https://github.com/longturn/games/commits/master/LT44

Winning conditions, several possibilities to win or end the game:

Team victory. The winners need to announce the victory on the forum and if no one alive objects in 5 days the game will end. That's 5*24h. Player with a delegation can object. 

The game can also be ended by announcing a in-game score based victory. In this case the players are ranked with the in-game score. There are full 7 days to object this and the game admin needs to approve the score based ending of the game. This kind of ending is unusual and the approving is there just to make sure it's not somehow accidental or something like that. Common sense will be used and the game will not be artificially extended by disapproving this. If needed the game admin will /take nations for getting the score. Preferably someone from both teams would publish the scores.

Space race victory will end the game and the players will be ranked with the in-game score. In addition to this the team launching and getting the space ship to the distant planet acquires the space race victory. This emulates a situation where the people left on the old world have a ranking and the players on the new shiny planet are winners of the space race. Please post the scores on the forum or the admin may need to /take nations in order to do that.

The game will end if only one team is alive.

If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to that.

If someone doesn't play in T0 the nation of that player may be given or delegated away. If idle more than 3 turns the same may happen. Common sense will be used.

Since this is a team game, any team member may be delegated to another team member if someone is idler (not online) for full turn. That means actual turn, not 23 hours. In this case ask for admin to delegate. It's also possible that the admins is not there to delegate so there is a risk involved. In order to avoid situations like that one, check the next rule.

All players can have a delegation set up for all the time. If someone goes idle, the pre-defined delegated player can take over.

One player should only control one nation + one delegated nation at once. However with the permission of the admin one player can control more nations for a short time. Short time is less than a week. If this is exceeded there must a a really really really good reason for that and the admin will decide if the reason is good enough. It should really be a good one.

One player can have two pre-defined delegations set up. Having the delegations set up is not the same as using them.

You can only delegate for players in the same team. For delegating players outside your team (other longturn.org users) check from admin that this is ok. You can't delegate to the other team and players from the other team should never /take players from the enemy team even if the server would allow you to do that. It shouldn't be possible without an error.

There may be administrative actions if a player plays against his/her team or tries to do similar stuff. In this case the account of this player may be disabled and/or the nation of that player may be given away. It's even possible (while unlikely) to remove a player from a team. Let's play fair game, have fun and this is not necessary smile

The game admin will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum/discord/in-game chat.

If there is a game breaking bug the ruleset can be fixed. If it's just an annoyance or like a really powerful but cheap unit, a change is not made. Again, common sense. This is not done without something really serious happening. The game help can be fixed while the game is running but it may not be updated to the actual game since it requires a restart.

Unfortunately ruleset summary is still missing but the in-game help is a pretty good one. Still trying to figure out this one. You can also ask me and the others here, on irc or on discord about the game.

Good luck with LT44 and have fun!

#19 LT44 » The final test game for LT44 has been started » 17.06.2018 14:20:31

wieder
Replies: 0

Please report here if there are errors or bugs.

#20 Re: LT44 » LT44 starting soon, check this forum for more info » 17.06.2018 12:59:55

We will do one more (hopefully last) test run. After that the actual LT44 will start.

#21 Re: LT44 » LT44 starting soon, check this forum for more info » 17.06.2018 11:10:53

The game has not yet been started. We can add you and comments about how to arrange the teams are welcome. I have an idea and will do that if there is no agreement about it. You can also make quick comments on discord.

#22 Re: New Games » The next more experimental game » 17.06.2018 11:06:12

http://forum.longturn.org/viewtopic.php?id=829

Here is a list of LT40 specific changes. Some stuff was used in LT41/LT43 but most of it was LT40 specific.

We could test with new sprites in the future. The rulesets allow alternative sprites and also fallback sprites. Is there any guides about how the sprites work in Freeciv? My knowledge about the subject is very limited.

#23 Re: LT44 » The first test for LT44 has been started » 16.06.2018 23:32:41

How was LT41? It had 320 tiles but then again more ocean tiles. How about 400 tiles / player if this is too much?

#24 New Games » The next more experimental game » 16.06.2018 22:57:36

wieder
Replies: 11

Few ideas we had for the next LT40 type game. This stuff will not be in the traditional games. No worries. The traditional games will have just minor tweaks.

- based on LT40
- SDI defense only kills the attacking nuclear missile with 75% probability
- there is still one small wonder that will give 100% defense against nuclear missiles but you can have it only on one city
- something could be done with civil wars. maybe using the LT44 approach and make 1-3 govs with super low civil war probability
- some new world wonders that are not too powerful but would still give a nice bonus to the player building them
- the players would get 2 free upgrades / turn after researching invention. no need to build Leonardo's
- Leonardo's would be a world wonder giving one additional upgrade to the player who builds it
- using the more expensive tech tree
- unit based tech trading that would be more easy compared to what we had in LT40 (no worries, the next *traditional* LT game will be tech trading free)
- smaller empire sizes in the start but compensated for bigger empires when techs advance. maybe implemented by splitting govs into two like: ancient monarchy and monarchy where the main difference would be smaller/bigger empire size. or maybe even having Monarchy I, Monarchy II and Monarchy III like with barracks. The revolution time will remain as one turn so it's not big issue to switch multiple times
- making the trade based governments less powerful by making markets, banks, stocks and super highways to give 40% bonus instead of 50%
- city working areas may grow in 3-4 steps instead of just 2. traditional games have no steps but LT40 had those
- new production based improvements for most of those govs without trade bonus (communism, federation, monarchy...)
- pollution will also affect ocean tiles
- SDI will give 25% defense against non-nuclear missile units
- new city improvement giving 25% defense against non-nuclear missile units
- missiles and cruise missiles are no longer city busters but will have FP3 by default and shorter range
- less range for all fighter units and the first fighters will be less expesive

#25 LT44 » LT44 starting soon, check this forum for more info » 16.06.2018 22:27:03

wieder
Replies: 6

All the features are in and we may need to run just one short extra test. One weir error remaining. Maybe nothing but worth checking out.

[16:21] <akfaew> Console: 'unitwaittime' has been set to 36000.
[16:21] <akfaew> No match for "1".
[16:21] <akfaew> i only see one last error

I didn't get that on my local test game.

Other than that the latest ruleset iteration looks really promising. You can check the changes in comparison to LT43 from this link:

https://github.com/longturn/games/commits/master/LT44

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