Some settings to vote on
- det0r
- Member
- Posts: 98
- Joined: Thu Jan 01, 1970 12:00 am
Some settings to vote on
I can't be bothered making the poll yet, but lets start listing some settings to vote on.
tlgive and tlrecv should both be set to ~60% maybe?
rapture time should be set to 2 turns
city trading disabled
increase the research cost of each tech?
shrink the map? (maybe just a little bit?)
tlgive and tlrecv should both be set to ~60% maybe?
rapture time should be set to 2 turns
city trading disabled
increase the research cost of each tech?
shrink the map? (maybe just a little bit?)
- elrik
- Member
- Posts: 67
- Joined: Thu Jan 01, 1970 12:00 am
- Steelski
- New member
- Posts: 9
- Joined: Thu Jan 01, 1970 12:00 am
This would be good. Let people who want to share tech let each other steal them. This would be kind of more realistic too. A nation's scientists can research more than one subject at once, and the time it takes to solve some problem isn't in an inverse linear relationship with the amount of people working on it, so N cooperating nations advancing at N times the speed of one is just extremely silly. Not to mention that completely free and instantaneous adoption of some technology is kind of ridiculous.seyit wrote:Is it too bold to say that perhaps tech trading should be turned off as well. This will make the game fairer imho. Ppl with few friends are usually at a disadvantage otherwise.
Last edited by Steelski on Tue Jan 24, 2012 3:36 pm, edited 1 time in total.
- det0r
- Member
- Posts: 98
- Joined: Thu Jan 01, 1970 12:00 am
Sorry, I should have elaborated. tlrecv and tlgive are % chances of losing a tech during tech trading. A setting of 60% each means that there is a 60% chance the receiver won't get it, and a 60% that the giver will lose the tech. This severely disadvantages tech trading, but still leaves the possibility open. The alternative would be to disable tech trading as you have suggested.seyit wrote:Is it too bold to say that perhaps tech trading should be turned off as well. This will make the game fairer imho. Ppl with few friends are usually at a disadvantage otherwise.
- mrsynical
- Member
- Posts: 101
- Joined: Thu Jan 01, 1970 12:00 am
Sorry dumb question. Is LTeX23 dead/finished? If it is over, I would suggest accelerating LTeX23B ahead of LT30 so more bugs can be discovered.
This could be achieved by giving everybody a bunch of starting techs (so that (for example) you start with gunpowder and the techs leading up to gunpowder)?
This could be achieved by giving everybody a bunch of starting techs (so that (for example) you start with gunpowder and the techs leading up to gunpowder)?
- det0r
- Member
- Posts: 98
- Joined: Thu Jan 01, 1970 12:00 am
The vote to end LTeX23 only won by a single vote, so it was decided to let it keep running and start this game once dude finishes exams. Someone suggested a reason for not ending LTeX23 would be to find more late game bugs, and some people (myself included) like having a chance to play around with armor and howitzers
- monamipierrot
- Member
- Posts: 106
- Joined: Thu Jan 01, 1970 12:00 am
- monamipierrot
- Member
- Posts: 106
- Joined: Thu Jan 01, 1970 12:00 am
- monamipierrot
- Member
- Posts: 106
- Joined: Thu Jan 01, 1970 12:00 am
I used the plain 2d tileset, which is almost identical to the squares 2d tilesetmonamipierrot wrote:I played a very big single player game with 2.2 and hexes. No bugs, AFAICS. Can you elaborate?det0r wrote:when I've tried to play on a hex map before it was really buggy, it might have been my tileset though?
- mrsynical
- Member
- Posts: 101
- Joined: Thu Jan 01, 1970 12:00 am
Read this (but don't follow it exactly!)Joe9009 wrote:Hello all just, wanted to say pumped to play my first longturn game, have read alot of the forums are there any threads I really should read before LTeX23B. Not that I won't get schooled first time playing longturn but reading helps.
http://www.freecivbook.com/blog/
Don't trust anybody, but also talk to all your neighbours as soon as possible.
Enjoy