9/25/2023 0 Comments Cheating ui freecivThis will set up a new game with you and 4 AI players. Note that this applies to Unix-like distributions, Win32 binaries are different because the server is controlled from the client.įor a game with some AI players just type 'set aifill 5' before typing 'start' at the server console. This will set up the server with only one player (you) and barbarians so that you can play a solitaire game without any AI enemies. In order to get a feel for the game, just open two terminals and type in one terminal 'freeciv-server' or './ser' (if you're in the source directory), then in the other terminal type 'freeciv-gtk2' or './civ' and connect to the server. We also advise new players to read the various other manuals and guides on the Freeciv site. At least it will allow you to not fail miserably during the first few turns. It does not explain the game mechanics, but instead provides some basic strategies and describes the best ways to win against the warmongering AI players. Unsafe terrain from Civilization 2.This document is intended to teach first time users some basic strategies of Freeciv.Would trying to do an illegal action cost you moves? (Added in Freeciv using the Illegal_Action_Move_Cost effect).Was the bribe cost of Settlers 50% of the bribe cost of other units? (Added in Freeciv using the Unit_Bribe_Cost_Pct effect).Was entering a marketplace (and not establishing a trade route) possible at all? When? (Can be changed in 2.6). Was the bonus reduced if you entered the marketplace in stead of establishing a trade route? (Can be changed in 3.0).(Can now be changed using action enablers) Caravan action and spy action legality when the actor unit is out of moves / on non native terrain / transported / etc.The rulesets civ1 and civ2 in Freeciv trunk (3.0).The rulesets civ1 and civ2 in Freeciv 2.6.Actions are even more configurable in 3.0.Spy actions and caravan actions are more configurable in 2.6.The guides for upgrading a ruleset from 2.5 to 2.6 and from 2.6 to 3.0 give an idea about what rules have been unhardcoded.(Changes that are older than the thread not included) Some of the changes in what a 2.6 ruleset can do.Bonus points for attaching a patch with your correction. If you discover a rule in the civ1 ruleset or in the civ2 ruleset that could be more correct please submit a bug report. Most of a Freeciv ruleset is a collection of configuration files. You don't have to be a programmer to help make the civ1 ruleset or the civ2 ruleset more correct. Changing civ1 or civ2 without being able to test if the original game really was closer to the change than to Freeciv's old hard coded behavior is risky. It is possible to be a Freeciv developer without having access to Civilization and Civilization II. In the case of civ1 and civ2 the correct rule is the rule that is closest to the game it is based on (unless a Freeciv related problem would have it result in a really broken game play).Ī Freeciv developer unhardcoding a rule may not think of checking if a more correct civ1 or civ2 ruleset just became possible. Thinking about, researching and discussing what rule is correct for a given ruleset can be done later. If and how a rule should change is a different concern from how it should be unhardcoded. When a rule moves to the ruleset the rule that used to be hard coded is often added to all the bundled rulesets. It may be possible to exploit the new ruleset flexibility to make the civ1 ruleset and the civ2 ruleset more like the rules of the games they are based on. The Freeciv versions currently in development, Freeciv 2.6 and Freeciv 3.0, have moved more rules to the ruleset.
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