tag:blogger.com,1999:blog-28735168.post115322889861598969..comments2023-09-25T13:14:14.870+01:00Comments on Free Gamer - Open Source Games (Free/Libre): Freeciv3? Part IUnknownnoreply@blogger.comBlogger6125tag:blogger.com,1999:blog-28735168.post-75805244991853051002007-05-12T17:00:00.000+01:002007-05-12T17:00:00.000+01:00Thing like settlers could be more expensive deppen...Thing like settlers could be more expensive deppending on the size of the city is building it. If the city goes up a level costs raise X (100%?), so having smaller cities would cut the cost of things, but bigger ones let build bigger things.<BR/><BR/>So:<BR/><BR/>- Cost of production = cost at level 1 x X^(level of city)<BR/>- Thing Y can only be build in cities with a level higher than ZAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-28735168.post-1154644443531215362006-08-03T23:34:00.000+01:002006-08-03T23:34:00.000+01:00First of all, let me say: I like FreeCiv. But, to ...First of all, let me say: I like FreeCiv. But, to move forward:<BR/><BR/>1: Tidy up the interface<BR/>Sorry, it just looks too much like a computer interface. Should really aim for something like Alpha Centauri.<BR/><BR/>2: Less options, more common sense<BR/>Wouldn't mind a sensible selection of pop-ups (like being told cities are in revolt). I know, you can select it all yourself, in great detail. But why not have some kind of sensible default.<BR/><BR/>3: Too hard.<BR/>Even on the easiest level, FreeCiv can be tricky. Any player should be able to thrash it on the easiest level (and let's face it, it's always easy to dumb down an AI)<BR/><BR/>And now for those things that will mean moving away from Civ rulesets:<BR/><BR/>4: Build some scripting and modding options into scenarios.<BR/><BR/>5: Hey, make the economy better.<BR/>This is my *biggest* bugbear. Money seems to come from nowhere, is spent, and then dissapears. At least *try* to implement some economy. Ok, so I study ancient economy, I would be willing to help here!<BR/><BR/>6: Slow down gameplay.<BR/>There should be more turns at earlier age. To conduct a large campaign in the early stages can easily be 400 years of time. You could never emulate Alexander or Ceasar in FreeCiv.<BR/><BR/>7: Reduce control.<BR/>In a democracy? Still deciding what % is spent on science? That's not a democracy, my friend.<BR/><BR/>And the biggest one of all:<BR/><BR/>8: Large =! Best<BR/>Fast expanding, mulit-city empires failed historically, and they should in FreeCiv, as well.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-28735168.post-1154386674117165882006-07-31T23:57:00.000+01:002006-07-31T23:57:00.000+01:00Being the person to blame for that particular part...Being the person to blame for that particular part of the UI, I think people may be confusing some concepts.<BR/><BR/>Personally, I think modal dialogs are plain stupid. I want to command the game as I wish, not be commanded by it. A modal dialog is one of those popup windows which will not vanish until you absolutely and positively answer whatever it asks (yes/no, choose a tech, etc) and answer it ASAP.<BR/><BR/>What I think may be in discussion here is something different: popups vs no popups. Old Freeciv versions had popup dialogs. Personally I hate popups, but I can see their uses as they are more obvious, so the UI still allows popup dialogs as an option. This is all user configurable. It is just that no popups is on by default.Vasco Costahttps://www.blogger.com/profile/11296041163621447642noreply@blogger.comtag:blogger.com,1999:blog-28735168.post-1154349668754599612006-07-31T13:41:00.000+01:002006-07-31T13:41:00.000+01:00Yes, the pace is different. But the information i...Yes, the pace is different. But the information is not.<BR/><BR/>At some point the information is generated. At some further point it is determined whether (or not) and how to display said information to the player.<BR/><BR/>Why can't that be simply passed off to a mechanism that does different things depending on A) the type of information and B) the context (single or multiplayer)?<BR/><BR/>Of course, it's not so simple because you have lots of different types of information (science, wonders, unit attacks etc etc) but it's certainly possible to abstract it out and do different things with the information depending on whether it's a single player or multi-player game.<BR/><BR/>A very basic implementation would be to simply do it at a message level (the messages box at the bottom of the screen) - pop up an additional modal dialog for single player games whilst keeping the game flowing for multiplayer.Charliehttps://www.blogger.com/profile/15870347109977095420noreply@blogger.comtag:blogger.com,1999:blog-28735168.post-1154349031417492252006-07-31T13:30:00.000+01:002006-07-31T13:30:00.000+01:00It is not as simple as the same dialog being eithe...It is not as simple as the same dialog being either modal or non-modal. Single player occurs in a very different <I>pace</I> than multiplayer, and the amount of information, interactivity and fluff that can and should be displayed is also different. Freeciv has always been designed as a multiplayer game, and single player has been an afterthought. This shows in the design of the game.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-28735168.post-1153952803548666642006-07-26T23:26:00.000+01:002006-07-26T23:26:00.000+01:00I would like to see a change in the way cities are...I would like to see a change in the way cities are managed, something similar to Galactic Civilization II where you build onto city fields and not just into a generic pool. This would force people to specialize their cities, would limit growth and depending on how you represent this on the map it might also discourage building cities to close together.Anonymousnoreply@blogger.com