The map for LT41 + a problem with it

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wieder
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The map for LT41 + a problem with it

Post by wieder »

Suggestions:

1) We could use LT37 like settings. There however the islands are quire close to each other. No problem with going that.

2) The alternative would be using more water but with that there is a problem with deep ocean. It's not super interesting to create a game where few players are locked by deep ocean. This is what will happen with more water. Now the ruleset already has this early trireme that's unique (one player can only have one of those at a time). We could allow this ship to travel on deep ocean. That way everyone would be able to get out from the home island. It would also make the far away colonies to feel like early colonies since the players would have only one ship.


Choice number 1 is known to the people but choice number 2 is not. More familiar with 1 but actual oceans with 2.

Unfortunately not possible to let the triremes risk going on deep ocean like with commercial civs.

What do you think?
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Haken
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Post by Haken »

I prefer more water much more, so everybdy haas deap ocean. ;)
wieder
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Post by wieder »

Added a unique ship + lots of ocean. The ship is called "Ruler's Trireme" and it requires no tech. Everyone can have just one of them at a time. It can travel on deep ocean, unlike the later triremes. This will make it possible to have big oceans. Without it lots of players would be locked in by the deep ocean.

Oh.. and it can't attack. Just defend so no real risk of losing settlers loaded into one if you stay on deep ocean. At least not before caravels :)
Corbeau
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Post by Corbeau »

Vision? Movement? How about vision only 1, but a lot of movement?
wieder
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Post by wieder »

It's currently 8 moves with a standard early unit vision. Maybe it should be 9 since it won't the the move bonus from the lighthouse and it can't be built veteran. It might get promoted if someone attacks it but can't be made v.


[unit_early_trireme]
name = _("Ruler's Trireme")
class = "Sea"
tech_req = "None"
obsolete_by = "Caravel"
graphic = "u.trireme"
graphic_alt = "-"
sound_move = "m_trireme"
sound_move_alt = "m_generic"
sound_fight = "f_trireme"
sound_fight_alt = "f_generic"
build_cost = 15
pop_cost = 0
attack = 0
defense = 1
hitpoints = 10
firepower = 1
move_rate = 8
vision_radius_sq = 18
transport_cap = 2
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 1
uk_gold = 1
cargo = "Land", "Small Land", "Merchant"
flags = "BadCityDefender", "Unique", "Unbribable"
roles = "Ferryboat"
helptext = _("\
The Ruler's Trireme is your first boat unit. It can act\
as a transport ship and has rudimentary defensive\
capabilities but can't attack other units.\
It's also unique and you can only have one Ruler's Trireme\
at a time. The Ruler's Trireme is heavier than the standard\
trireme and this allows it to travel also on deep ocean but \
not on rivers.\
")
wieder
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Post by wieder »

Maybe we should leave the more interesting features for the more experimental games. I was tempted to do all kinds of stuff but this was kind of more to make the deep oceans possible. The very reason for adding this unit. With the unique flag it won't really change things that much. Kind of allows you to move through those annoying two tiles of deep ocean that block your regular triremes from reaching the distant lands :)
Corbeau
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Post by Corbeau »

I think we have our theme song for this game ;)
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Haken
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Post by Haken »

But there is also an Advantage, iif you are blocked by deep ocean: You cannot reached by enemies.
So you can build up without massive army.
I see no need for such a deep ocean Trireme.
Corbeau
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Post by Corbeau »

There is no need, but it's fun :)

Also, for defence, you don't need a massive army because the invader can bring in only a few units at a time.
wieder
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Post by wieder »

It's mostly to avoid people going idle because of lack of interaction. The swordsmen can't attack from the ships and this early ship can't travel on rivers. Can bring only 2 units. Not easy to conquer with that setup but possible.
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Haken
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Post by Haken »

to much interaction at the beginning. 2 Horses at this Trireme, and you can make much truble.
or you settle on Island where your neighbor is.
Is not my preferred Setting for an islland game
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Post by wieder »

We could also make the ship to carry just one unit. That way it would be more risky to settle on an island with established cities.

This game has a slow science settings and getting to deep ocean ships may take 50-70 turns. Would be more like single player for some players before magnetism. The problem is that some players will be connected anyway and some will not. This unit was added to even the game.
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Haken
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Post by Haken »

this will more un-even the game. But do what you like.
wieder
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Post by wieder »

How about making the Ruler's Trireme available with map making? That was suggested to me in the in-game chat for the test game.
Corbeau
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Post by Corbeau »

Mate, seriously, call it "Longboat".
wieder
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Post by wieder »

[unit_early_trireme]
name = _("Longboat")
class = "Sea"
tech_req = "Map Making"
obsolete_by = "Caravel"
graphic = "u.trireme"
graphic_alt = "-"
sound_move = "m_trireme"
sound_move_alt = "m_generic"
sound_fight = "f_trireme"
sound_fight_alt = "f_generic"
build_cost = 20
pop_cost = 0
attack = 0
defense = 1
hitpoints = 10
firepower = 1
move_rate = 9
vision_radius_sq = 18
transport_cap = 2
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 1
uk_gold = 1
cargo = "Land", "Small Land", "Merchant"
flags = "BadCityDefender", "Unique", "Unbribable"
roles = "Ferryboat"
helptext = _("\
The Longboat is your first deep ocean capable boat unit. It can act\
as a transport ship and has rudimentary defensive\
capabilities but can't attack other units.\
It's also unique and you can only have one Longboat\
at a time. The Longboat is heavier than the \
trireme and this allows it to travel on deep ocean but \
not on rivers.\
")
Last edited by wieder on Thu Feb 08, 2018 6:59 pm, edited 1 time in total.
wieder
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Post by wieder »

Oh... the help... :D
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arkan
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Post by arkan »

Well unsurprisingly I like it better that way given I'm the one who has made the suggestion :)
Thanks for implementing it !
Last edited by arkan on Thu Feb 08, 2018 8:17 pm, edited 1 time in total.
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Haken
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Post by Haken »

OK start the game. ;)
wieder
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Post by wieder »

Making the final settings :)
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