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ruins

Posted: Fri Aug 24, 2018 12:58 pm
by Wahazar
Freciv ruins are just annoying and meaningless graphics, but real ruins have tactical relevancy.
I propose to add relatively low defence bonus for light land units (infantry etc):

Code: Select all

[effect_ruins_defense]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type", "name", "range"
      "Base", "Ruins", "Local"
    }
nreqs   =
    { "type", "name", "range"
;      "UnitClass", "Land", "Local"
;      "UnitClass", "Small Land", "Local"
       "UnitClass", "Big Land", "Local"
;      "UnitClass", "Merchant", "Local"
      "UnitClass", "Sea", "Local"
      "UnitClass", "Trireme", "Local"
      "UnitClass", "Helicopter", "Local"
      "UnitClass", "Air", "Local"
      "UnitClass", "Missile", "Local"
      "UnitClass", "Big Siege", "Local"
    }
BTW, ruins can be removed by pillaging.

Posted: Fri Aug 24, 2018 3:45 pm
by cgalik
Lol that sounds fun to me. They are pretty rare. How does that compare to fort defense?

Posted: Fri Aug 24, 2018 3:53 pm
by wieder
This works? Not too long ago I tried to add a small trade bonus to ruins and that was unsuccessful.

Posted: Fri Aug 24, 2018 5:39 pm
by Wahazar
wieder wrote:This works? Not too long ago I tried to add a small trade bonus to ruins and that was unsuccessful.
Yes, it works, you can check it easily using single player editing mode.
How does that compare to fort defense?
Fort defence bonus is 100%, thus 50% seems fair if compared to the fort or city bonus.
At least "scorched field" tactics is not so straightforward :)

Posted: Fri Aug 24, 2018 6:00 pm
by Corbeau
I'd say that 50% bonus is a bit too much.

Posted: Fri Aug 24, 2018 10:42 pm
by Wahazar
Corbeau wrote:I'd say that 50% bonus is a bit too much.
50% is like forest, but it is additive to terrain. Maybe 25% ?
Additionally this bonus should not be for big land units - they can't hide in ruins well (thus I uncommented Big Land)

Posted: Sat Aug 25, 2018 2:30 am
by Hans_Lemurson
Forests give 1.25x defense, hills give 1.50x, Mountains give 2.0x.