I appreciate the work you've done, kevin551 and akfaew.
As an alternative, I have a ruleset here that might be interesting to test. It is a port of bardo's new Civ2Civ3 for 2.5, with a few features retained from the original Civ2Civ3 ruleset:
https://www.dropbox.com/sh/fsi8tx1nliam … dwula?dl=0.
Changes to Civ2Civ3 ver. 2.5:
- Courthouses no longer reduce waste and corruption by halving, but instead by providing a government center similar to Palace
- Bardo's changes to ancient units (archer, elephant, chariot) retained, ships unchanged except build cost
- Longturn-style 3x movement, etc.
Bamskamp - I think going back to Civ2Civ3 would be a mistake. The LT31 ruleset was based on Civ2Civ3, but it was fixed for Longturn. LT32 contains further fixes. Greatturn played using the Civ2Civ3 ruleset. It's a shame there are no games online at the moment. I think you would see why that ruleset works for them but not for us.
Kevin I got your ruleset, it's the LTeX25 ruleset on github.
We'll have to port Wieders changes (LT33) which include mostly wonders if I recall correctly.
New features we'll be testing are:
- worker paralysis - workers cannot make strategic improvements 15 minutes before tc
- moveaddtime - moving a unit in vision range of an enemy extends the turn for 5 minutes. I'll add a patch that limits this to max 30 minutes, substracting this value from the subsequent turn timeout.
You can track progress on trello.
How about we make a new branch for freeciv for this game based off 2.3x. 2.5 has deviated way too far and is bug filled..
I stole this quote from another thread because I think it is more useful here.
Freeciv2.5-beta2 is now out. There are a lot of useful fixes in this release that correct many long existing bugs. These fixes will not be available for the 2.3 series because development has stopped on the 2.3 line. Yes, there are other new bugs introduced after 2.3 that have yet to be fixed but with more people using 2.5 those bugs should be found and fixed faster.
I think now is the time to start testing 2.5. The official release of 2.5 is set for February 2015, so hopefully LT34 will be able to use that.
From now on I will use github to upload suggested changes to the ltex ruleset.
I have just added a pull request to fix the noveteran status for warriors.
Forum, trello, github... Did someone say that he opposes PMs on this forum because that's just a fashionable toy and that basic well-established tools old are enough for everything?
Forum is for discussion. Github is for code.
Using cut and paste to move code to and from a discussion forum is not the most reliable way hence I decided to use github for this.
As I said just above - Forum is for discussion. Github is for code.
I fixed the noveteran status for warriors on github because it was broken.
I didn't add this change and having just tested it I really don't like it.
It was added to prevent an exploit (building lots of vet warriors to be upgraded later to musketeers) but this solution removes the option of using vet warriors to fight in the early game. This is a much more serious negative than the trivial upgrade exploit.
Am adding a fix to the code so that cities always have a road, this is the normal behaviour before 2.5 and I think we should keep it.
There is a simple flag for this "AlwaysOnCityCenter"
Github is for code.
Ah, apologies, then. Didn't know that.
I think a better solution to the Leonardo wonder trick - (building lots of vet warriors to be upgraded later to musketeers)
; Number of veteran levels lost when auto-upgrading a unit
autoupgrade_veteran_loss = 1
It means all upgrades by the wonder will lose 1 veteran level. But this is a good thing because it creates a difference - pay for the upgrade in a city and keep the promotion or - get a free upgrade anywhere but lose the promotion.
At first I agreed. But now maybe we can reconsider if it's indeed a problem that needs fixing.
The bad news is Freeciv2.5-beta2 gtk is still very buggy and that the qt client still isn't finished. So the February 2015 deadline for release of 2.5 may be hopeful.
But lets be optimistic and assume we will play with 2.5.
I will put up a patch for the maglev option. This option gives x3 moves to road, x9 to rail and infinite to maglev (with superconductor).
Big Land units and Merchant units cannot travel on maglev, they use the rails underneath.
The graphics for maglev exist in amplio2 but not in trident as yet. Should be soon though because the graphic is trivial.
Maglev graphic is just rails painted blue.
Another simple patch for 2,5 that disallows any tech exchange is to set each player as Not_Tech_Source
I just playtested the setting Not_Tech_Source. It does not work as stated. You can transfer tech by diplomacy. It just prevents tech being stolen, or taken when a city is conquered. This is a nice setting if we play with teams without pooled research and diplomacy only within the team. In a normal game tech trading must be turned off as well if this setting is to work.
Next setting to check is a new building called Government Center which has the "Gov_Center" effect. Corruption and waste are calculated from the nearest Government Center. The Palace is automatically a Government Center by default.