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Yes, hexes. You don't have the problem of diagonal movement with hexes (diagonals should cost more). You also don't have the checkerboard effect with land and ocean tiles. I mean in a set of four tiles, two land tiles diagonal and two ocean diagonal. Both ships and land units can move across.
After 40 games, it is time for a hex game.
Thanks, it was fun to make them. I will probably do this for all the games I play from now on, though my global vision will probably not be as good in future games. It will be interesting to see how different map settings create different maps. I am thinking this game was probably fairly unusual with so many players left alive at the end. Probably most games end with a small group of winners and some survivors.
One thing I noticed when making the last one was that CaptainAwesome was on the list of idlers to be removed, but it looks like he got missed, so we had an idler survive for 180 turns. Another couple of turns and he probably would have died as you had landed on that island Xercise.
This is good. Got one that shows dead players? I'm trying to compile some stats, which players alive, surrendered, dead, idle. If not, maybe akfaew could post list of which players played which nations and I could figure it out from there.
68 players
Looks like there were two big islands that were originally uninhabited. Maybe some bug there.
Etruscans appear to be the same shade of green as unclaimed territory. You're in the bottom left and can be seen taking out the Brazilians I believe in white.
Does anybody have screenshots of the final score screen, showing all players, including dead and AIs and all columns? I only took the upper left of the screen. I'm working on my map and I might try to fit in some noteworthy stats. If anybody has these, let me know or email me, whatever. Thanks.
2. When there is no stuff and you need stuff, you can get stuff, even if supplier of stuff has no stuff.
You've been hanging out with Wieder haven't you?
I was thinking about some players' dispute that other players broke a rule. (You know who you are.) Problem is there is no policy to resolve such disputes. Camp A says, yes you did. Camp B says, no we didn't. So maybe, like all sports, the games should have a referee or several. I am thinking maybe one of:
1. A single referee for a match. This person is absolutely not a player in the game. Their duties would be minimal, basically to resolve a dispute if it should come up. They are informed by email of a problem, they consult the forums/polls, and make a call. Perhaps they would have Observer status in the game, or maybe some special player status where they have some unkillable units with which they mete out punishments? More on that in a bit. Problem with this one is it might be difficult to find someone not playing who is willing to do it.
2. A group of referees, maybe call it a Tribunal. Maybe 3, 5, or 7 (it should be an odd number) players who are or are not playing the game. They look at the problem and vote on it. Not sure how to determine who these would be, maybe polls to vote them in or out. Problem here is you have the possibility of several members belonging to the same alliance, so they might be biased. I suppose for a Team game, each team picks one person from their team, or the team leader. Or maybe the Senior Committee, if such a thing is implemented, could play this role for all games.
3. The players decide by poll. You would have to be really explicit and clear in this poll, since it may have been a poll which created the dispute in the first place. Can't say I like this one, but it's a possibility. It would be slow and decision would maybe just go to whichever camp is bigger.
In every sport, there are penalties for offenses. Hockey has the penalty box, Basketball has the free throw, etc. So maybe the ref has some power to exact penalties. Maybe a system of:
1. minor penalty: player has some units disbanded
2. moderate penalty: player has some cities nuked
3. major penalty: player is disqualified, forced to surrender but can still play
But those are just rough ideas for punishments. For nuking cities, the ref could be given some special 1000 hp subs with nukes of unlimited range. Or he could have some hard-coded powers like kill any unit on the board, make a penalty to attacks or production for a number of turns, additional unhappiness, etc.
There is another thread about revising the game rules. Maybe this system of penalties could be implemented regarding all offenses, like password sharing, too much delegation time, whatever. Idlers already have the penalty of being removed for idling, for example.
The best thing would be to hard code the game rules as much as possible. This would outright prevent such violations in the first place. This is some work for admins, but things like max alliance size and max delegation time could be coded I think.
Anybody else having this problem?
I read some new posts, but not all. Next time I visit the site, even the ones I haven't read are marked read.
By my reckoning, 10 days from 26.05.2013 09:42:34 is 06.06.2013 09:42:34, which has not occurred yet. And now we're arguing about when exactly the time period to claim victory ends.
My original post to claim victory was me trying to meet the condition required by the poll to make the game end. I fully expected a string of players to claim victory and the game would be over. But like MrSynical says, I may have been too late anyway, as "by turn 180" is vague.
Rule connected to poll was that an ally should win no later then T180, can you corespond with it? What is missunderstanding in:
poll wrote:Shall we limit the alliance size to N/10 (N is the number of players and N/10 will be rounded to nearest integer)? If more than N/10 (alive) players claim victory by turn 180, the game will be ended without any winners.
Apparently there is a lot of misunderstanding. "ally should win no later then T180" is not what the poll says. The poll only describes a condition which must be met for the game to end without winners. The condition was never met. We never had 8 players claiming victory "by turn 180", so the game should not have ended. I think people were reading the poll like this: "The game will end no later than T180 no matter what. If more than 7 players claim victory at that time, the game has no winners."
Since the game should not have ended, maybe it should be brought back up again and maybe most of this arguing will stop when it ends properly. I doubt this would be a popular idea though.
I'm on the fence about whether or not to officially claim victory (again). This is just such a mess and there were so many players alive at the end that I'm thinking any victory would be a hollow one.
It's official. I claim victory.
Who dares object?
Not 100% sure, but I think as long as the server has the ruleset file, it should be ok. You could make the graphics files available for download and clients who do not have the graphics files will just get the fallback question mark graphic for the flag and unit shield. I've created something like a dozen nations and would love to see them in games.
Ok, I just discovered that the setting for using ennemy infrastructures is turned off (or whatever it is to allow that). I do not think this is good. I also do not remember or see that beeing discussed anywhere. In my opinion, disabling the use of ennemy infrastructures is closer to reality (I do know that not everybody agree realism is a good thing) but more importantly, it alleviates some of the problems of turn change hacks. It is too late for this game, of course since some players already suffered from that, but consider putting in back on for future games please.
restrictinfra is the setting, as I mentioned in chat. This setting can be changed mid-game. So I suggest making a poll to do that if that's what you want. I don't think it's a good setting personally. Defenders effectively get three times the movement (or more on railroads) than the attackers do, an enormous advantage. I don't see how it is realistic either. If there is a road there, why can't *anyone* use it?
Fine with me too.
Maybe Monamipierrot could take the Ryukyuans if Sparrow doesn't want to.
Looks like it. I can't get on either.
I dunno what you're running, but if it crashes instantly it usually means something in the ruleset is broken. But it works fine for me in Linux. (Btw, there is a modpack utiltiy for Linux, it is just /bin/freeciv-modpack.) For me anyway, if I run the server or client from a shortcut it will close the Terminal window as soon as it crashes, and doesn't give any info as to why. But if I open a Terminal window and then run the server or client by issuing a command, and it crashes, it usually gives good info as to why it crashed. If you are running Windows, I suggest doing some Windows version of that.
I think it would be a good idea for the idlers to be made into AIs. That way, if people take over idlers, their nations won't be hopelessly behind and if a player should find an AI it will not be so easily conquered.
I say map is too big. Only 10% of total players can win, so game will go on forever with 7 or so people having to conquer huge map.
I suggest citymindist 2 or even 1. Smallpox is sufficiently discouraged with Settlers costing 2 pop and this opens up some strategy. Could also set notradesize to 1 or 2.
Have to say I kinda like the new islands map. More space between islands looks good.
In theory, tilesperplayer does not increase distance between islands but number of islands (I think size remains the same on an Islands map). It is defined as "number of (land) tiles per player". Maybe this is not accurate though. Or maybe Akfaew messed with it. I see islands are much bigger than normal. Normally, only landmass should affect distance between islands I think. Increasing tilesperplayer would make people's empires bigger, increase the amount of time to make contact with another player at the beginning, and make the game run longer. I could go for a much smaller number, maybe 300, but whatever.
Note enabling tiny isles will make single-tile uncapturable-until-marines islands.
Triremes cannot go on Deep Ocean tiles. It's been that way for a while. If islands are close to each other, they will be connected by Ocean. Look at the larger screenshot. The light blue squares are Ocean and you can see islands are connected.
Ruleset resent Akfaew.
I think that is the problem I mentioned. The LT31 files I got off git had the buildings removed from the rerewonder poll but not their effects. *Should* be fixed in the ruleset I gave you. I seem to recall playtesting it and it working fine, but I don't remember for sure.
I don't know if there was a barbarian problem in LT30, but there was one in LTex which you may be thinking of. That used different settings, where barbarians were accidentally? on. I think it would be best to revert Pirates and Barbarians to being unplayable. Those should be reserved for the game imo. Right now, some one could make a poll to turn on barbarians, but the game would have no barbarian nations to use.
I don't much like the Island setting for the generator, too even and boring, but I could play a game of it. I agree fractal is the best, with a low landmass. I also noticed with some settings (all temperate was off I think, not sure what else) that the generator made the polar regions have a lot of mountains, and there were two belts of desert running through the middle of the map, instead of one. The generator is not the greatest.
It seems setting landmass to greater than 30 or so does not work well for generator: island maps. I think this turned out best:
island, landmass 20, tilesperplayer 600, 61 players, starpos single
Similar to what you posted but more water in between and a bit more randomly spaced islands.
I will email screenshot and the ruleset files I worked on a little while ago. The only significant changes I recall making were removing the effects for the buildings that were removed due to the poll.
Should we be changing settings that have not been voted on though? Generator was fractal for lt30 with no poll to change it.
I was thinking for these types of weird games they would last about 3 months or so. Then do something else wacky. But it could run without a set end, Ltex style, with the ability to add players mid-game, if that's what people decide. I always liked barbarians and huts. I think they were put in the original Civ2 to make the early phase more exciting. Without barbarians, you stand no chance of getting attacked until you make contact with other players, which can take a while. But it's all changeable by polls.
These forums would be the place to find Longturn players. If you want to host your own game you could make an announcement in the other games forum and see who joins. If you just want to join a game, unfortunately we are in a holding pattern now as we lack active admins.