#51 14.07.2014 15:09:46

Nimrod
Player
From: Montreal, Canada
Posts: 58

Re: LT33 ruleset

My offline tests of the ruleset (as of Friday) did in fact show that there were a large number of highly skilled workers. This is how I became familiar with the LT veteran system, btw. Anyhow, given how quickly the workers progressed, perhaps it is wise to lower the probability of them gaining experience too quickly.

P.S. I've noticed a few changes in the LT33.serv file on Github from a few days ago:

Restrictinfra appeas to be disabled, whereas it was enabled prior to that. Might I recommend *strongly* that it remains enabled? With such high mobility (3x), and using what amounts to mostly a civ2civ3 ruleset, it makes more sense to keep it on. Otherwise the inexperienced players will get trounced quickly - and big time!

P.P.S. Testing latest changes to files on Github for LT33. Noticed a problem with units.ruleset file. Error message when trying to load ruleset from freeciv: "Fanatics tech_requ: couldn't match "Fundamentalism".

I'll see if I can isolate the dependency problem and report back here.

Edit: Yes, looks like it needs "Guerrilla Warfare" tech (normally). Fundamentalism becomes available with Theology. So granting Fanatics (a 4/4 with 20 hp) *before* Gunpowder (and Musketeers, a 3/3 unit) would be crazy. I'm guessing we should keep the Guerilla Warfare dependency instead? Unless we want to make them available sooner? Maybe as early as Conscription?

Last edited by Nimrod (14.07.2014 16:11:51)


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"Shhh ! I'm hunting wabbitts ... "
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========================

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#52 14.07.2014 16:23:25

Kryon
Player
Posts: 332

Re: LT33 ruleset

Yes "restrictinfra" is an important setting. If it is disabled, invasions are going to be much faster. I am OK with either smile

Akfaew, I understand why you removed the poll system but I think it was a great feature of longturn.org. As an alternative solution, I recommend that only admins can create polls but everyone can vote. That way, you can be sure that no meaningless poll is created.

Last edited by Kryon (14.07.2014 16:24:05)

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#53 14.07.2014 16:27:55

Nimrod
Player
From: Montreal, Canada
Posts: 58

Re: LT33 ruleset

Ok, edited my local copies of the github ruleset files to work around the Fanatics problem (which was preventing LT33 to load).

Encountered a number of error messages. Here they are in all their glory. Most pertain to some of the changes like Big Siege from last Friday:

[12:16:08] "data/LT33/units.ruleset" unit_class "Big Siege": bad flag name "Capturable".
[12:16:08] "data/LT33/units.ruleset" unit_class "Big Siege": unit_type flag!
[12:16:08] "data/LT33/effects.ruleset" [effect_cathedral] lists unknown effect type "(null)".
[12:16:08] "data/LT33/effects.ruleset" [effect_cathedral_1] lists unknown effect type "(null)".
[12:16:08] "data/LT33/effects.ruleset" [effect_cathedral_2] lists unknown effect type "(null)".
[12:16:08] "data/LT33/effects.ruleset" [effect_leonardos_workshop] lists unknown effect type "(null)".
[12:16:08] "data/LT33/effects.ruleset" [effect_marco_polos_embassy] lists unknown effect type "(null)".
[12:16:08] "data/LT33/effects.ruleset" [effect_michelangelos_chapel] lists unknown effect type "(null)".
[12:16:08] "data/LT33/effects.ruleset" [effect_michelangelos_chapel_1] lists unknown effect type "(null)".
[12:16:08] "data/LT33/effects.ruleset" [effect_michelangelos_chapel_2] lists unknown effect type "(null)".


========================
"Shhh ! I'm hunting wabbitts ... "
                  NIMROD
========================

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#54 14.07.2014 16:54:16

akfaew
Administrator
Posts: 619

Re: LT33 ruleset

I tried to fix this quicky, but failed. Looks like the test game will start tomorrow.

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#55 14.07.2014 17:17:47

mmm2
Player
Posts: 575

Re: LT33 ruleset

akfaew, can you add carrier pigeon for test game? you could copy and paste the helicopter, and I guess helicopter could be used as sprite since one does not exist and that would require everyone to manually overwrite their unit sprite files... how about it?

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#56 15.07.2014 08:40:00

akfaew
Administrator
Posts: 619

Re: LT33 ruleset

The ruleset is now fixed.

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#57 15.07.2014 15:04:16

kevin551
Player
Posts: 285

Re: LT33 ruleset

My suggested values for the worker raise chance had already been reduced. Reducing them again is probably a good idea.

Years ago we used to have a script that would work out the probable time it would take for a certain number of workers to get highly promoted.  (Edrim was this yours?)

The test game will provide a fairly immediate test of these numbers. Just make some workers set them to auto and come back in 6 hours.

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#58 15.07.2014 15:12:14

akfaew
Administrator
Posts: 619

Re: LT33 ruleset

Ah right. Damn it i forgot to make the changes. I'll start a second test game tomorrow, since wieder also found a bug.

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#59 15.07.2014 15:13:32

akfaew
Administrator
Posts: 619

Re: LT33 ruleset

You change:
veteran_work_raise_chance = 12, 9, 9, 9, 7, 7, 7, 5, 5, 5
To:
veteran_work_raise_chance = 9, 6, 6, 6, 5, 5, 4, 4, 3, 0
This means there will never be star workers. Why?

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#60 15.07.2014 15:24:25

Nimrod
Player
From: Montreal, Canada
Posts: 58

Re: LT33 ruleset

akfaew wrote:

The ruleset is now fixed.

Many thanks !


========================
"Shhh ! I'm hunting wabbitts ... "
                  NIMROD
========================

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#61 16.07.2014 05:09:31

kevin551
Player
Posts: 285

Re: LT33 ruleset

To compare the last digit of the veteran raise chance for military units.

; The percentage chance of increasing level through combat
veteran_raise_chance = 50, 45, 40, 35, 30, 25, 20, 15, 10, 0

The first number is to raise from level zero (green) to level 1 (veteran 1)
The ninth number is to raise from level eight to level nine (star)
The tenth number in the list is 0  because you cannot get higher than star.

I assume veteran_work_raise_chance works the same way.

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#62 16.07.2014 09:13:20

akfaew
Administrator
Posts: 619

Re: LT33 ruleset

Restarted test game:
fixed tech trading
actually set veteran_work_raise_chance to kevins proposed values
add newly signedup player

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#63 16.07.2014 13:57:12

mmm2
Player
Posts: 575

Re: LT33 ruleset

akfaew, this map had not enough water. you need to set the landmass setting lower, or else all the sea units will be obsolete... It's more interesting if there are 5 or 6 landmasses, and lot's of water separating them.

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#64 17.07.2014 06:05:45

cgalik
Player
From: Chicago
Posts: 175

Re: LT33 ruleset

Hey fellas! Decided to hop into LT33, glad it's not too late. smile Akfaew, thanks for admin'ing again! Kryon, Wieder, mmm2, Kevin, Nimrod and all thanks for working on the rules!

Couple of questions: What the chance for stealing tech when taking a city? Is there any tech penalty when getting techs this way?

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#65 18.07.2014 21:23:44

edrim
Ganoes Paran
Posts: 478

Re: LT33 ruleset

kevin551 wrote:

Years ago we used to have a script that would work out the probable time it would take for a certain number of workers to get highly promoted.  (Edrim was this yours?)

It could be mine algorithm, prefererably monte-carlo one, counting tousands of simulations and give how much many promotions average in predicted turns.

Workers are not counted in every turn (IMO), only in turns they are use to any work.

I am glad game will start so close to end of my vacation, i think i will be able to sign in then.

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#66 22.07.2014 22:17:35

akfaew
Administrator
Posts: 619

Re: LT33 ruleset

Test game restarted, with new players in.

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#67 23.07.2014 14:55:24

Nimrod
Player
From: Montreal, Canada
Posts: 58

Re: LT33 ruleset

NICE smile


========================
"Shhh ! I'm hunting wabbitts ... "
                  NIMROD
========================

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#68 26.07.2014 11:58:52

chomwitt
Player
Posts: 38

Re: LT33 ruleset

Why in github there is in the https://github.com/longturn/games/blob/ … /LT33.serv
option settings; I mean arent the ones in the data dir the ones valid?

chomwitt

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#69 27.07.2014 23:36:20

mmm2
Player
Posts: 575

Re: LT33 ruleset

what about science?

can't we expect teams of 20 players, so then science will be extremely fast if left to default (especially if we aren't including Elrik's "oops you lost" patch).. In last LT it was multiplied by the team size, 8. We could have multiple of 15 or so for this LT?

Last edited by mmm2 (28.07.2014 00:12:40)

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#70 28.07.2014 00:11:04

el_perdedor
Player
Posts: 38

Re: LT33 ruleset

15x that i like


*--------------------------------------------------------------------------------------------------------------------------------------------*
                                                             "bla bla, bla bla blablabla bla!"
                                                              -el perdedor!!!
                                                              12. July 2014 12:20 am

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#71 28.07.2014 19:38:41

Lord_P
Player
Posts: 127

Re: LT33 ruleset

What he said -^^
In a game this big it would be good if science development in the begining is slooowww. Then players have more time to grow and make peaceful/violent contact with neighbors, before building new cities and units becomes expensive and needs more fpcus on building improvements.
The inevitable large alliances and trading will easily make up for the higher science cost later in the game.

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#72 28.07.2014 23:13:40

taulover
Player
From: California, United States
Posts: 30

Re: LT33 ruleset

Is tech trading enabled? If not, is the "dropping tech" from diplomats allowed?

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#73 29.07.2014 01:02:32

el_perdedor
Player
Posts: 38

Re: LT33 ruleset

rapture is on?
i heard with a delay to start for 3 turns?
and since which size is it posibly?
sorry im not good with that link, i dont understand it.
thanxs for the info.


*--------------------------------------------------------------------------------------------------------------------------------------------*
                                                             "bla bla, bla bla blablabla bla!"
                                                              -el perdedor!!!
                                                              12. July 2014 12:20 am

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#74 29.07.2014 15:30:33

Nimrod
Player
From: Montreal, Canada
Posts: 58

Re: LT33 ruleset

Yes, Rapture will be possible, afaik, but it's based on Civ2civ3 ruleset.

This means that there is *no* rapture growth, only increased trade from celebrating cities.


========================
"Shhh ! I'm hunting wabbitts ... "
                  NIMROD
========================

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#75 31.07.2014 10:52:09

ifaesfu
Player
From: Huelva - Spain
Posts: 93
Website

Re: LT33 ruleset

I don't know what's going on: Are really these the settings of the game? https://github.com/longturn/games/blob/ … /LT33.serv
So no techlost, no restrictinfra, city trading allowed...?

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