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Default3+ Ruleset

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Default3+ Ruleset

Postby NotAnyoneSpecial » Fri Mar 29, 2013 10:10 pm

FreeCiv much like Civilization 2 faces a problem, the issue with defense bonuses – Civilisation 4 solves this by giving the Tank an enormous 40 Attack points – we don't, we gave the tank a 10 attack and 5 Defense. This results in a major issue relating to balance, the game is frankly skewed – towards defensive warfare. The end result of the game is messy and drawn out, rather than quick and glorious. City after city, of Musketeers and Pikeman being able to seriously damage Armor and losing Cannons against Pikeman on hills/mountains is simply unacceptable as a game mechanic.

I propose a perhaps inelegant but curious solution, essentially the land units in game are divided into three classes "Basic Land", "Gunpowder Land" and "Armored Land" - they indirectly relate to their hitpoints but are in fact technically arbitrary. These land classes are complemented by three new "City Walls", which now only work in large part against units from their own era. City Walls now only provide 3x defense against Basic Land units (10 hitpoints) and 1.5x defense against Gunpowder (20 hitpoints) and no defense bonus for modern armored units (30 hitpoints). Star Forts [Metallurgy] work in similar fashion except, they provide the 3x bonus against both Basic and Gunpowder and 1.5x against Armored. Finally "City Defenses" [Radio] (A vague term, yes needs a better name) provide 3x bonuses against all land units AND including Helicopter units.

In addition, artillery has been buffed in a subtle but significant way Catapults and Cannon now have the "CityBuster" Flag doubling their firepower (how much they hit enemy units by each successful round) by 2x making them twice as powerful when engaging enemy units while they are defending inside cities, to simulate the effect of Artillery on large targets such as cities. Modern Artillery and Howitzers do not receive this bonus as they already have 2 Firepower regardless of whether the enemy is in a city or not. Making Catapults a viable threat against Fortified locations, even in the early era - although Defense play too overpowered still.

In addition, the Eiffel Tower has been buffed now providing 1 free unit of upkeep per city (somewhat useful for democracies/republics) and while costing 300 Shields, still keeping it's almost useless "AI Love" effect.

To install simply extract the folder default3 into the data directory of your Freeciv folder, this was tested and developed for FreeCiv 2.4.0 Beta1 and should work with that.
To run the ruleset simply set your "rulesetdir" to default3, before the game by typing into the console "/rulesetdir default3" and once its been accepted you should be playing the ruleset.

Feedback would be appreciated.

[EDIT: There was an issue relating to the last minute discription of the ruleset and general helptext, hopefully this has been resolved, in addition i have provided a .serv file to make it easier to switch to the ruleset in GUI]
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Last edited by NotAnyoneSpecial on Mon Apr 01, 2013 9:24 am, edited 2 times in total.
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Re: Default3+ Ruleset

Postby Davide » Fri Mar 29, 2013 10:46 pm

Smart concept! Maybe we can have a Greatturn match set upon this ruleset.
What about renaming the "City defences" to something like "Electronic surveillance"? This city improvement could be imagined as a combination of closed-circuit cameras, satellite monitoring, radar, etc.
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Re: Default3+ Ruleset

Postby NotAnyoneSpecial » Sat Mar 30, 2013 1:18 am

Originally it was meant to be "Bunker", but it really doesn't encompass "active city defense" well. As its meant to be a sort of Citadel/Redoubt, type City Fortress which can repulse occupation around the city with a network of tunnels, machine gun nests, towers, artillery platforms/cover and etc.

Also, I probably based on feedback include more changes from the LongTurn Ruleset - including a dramatic halfing of all defense terrain/wall bonuses, a nerfing of bulb multipliers (libraries, uni, research), a middle tier of fighters "jet fighter", maybe a buff of modern age units, addition of 'marine' abilities to legions, musketeers and riflemen - to give the player the ability to do at least a British style "descent", more prereqs for "advanced units", etc

Which should discourage a lot of small pox without hamfistedly kill it, right now fighters being taken down by pikeman on defense is a very annoying aspect with few options to fix.
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Re: Default3+ Ruleset

Postby xontastic » Sat Mar 30, 2013 6:28 pm

>> this was tested and developed for FreeCiv 2.4.0 Beta1 and should work with that.

If u wish anyone to test it, make it working for 2.3.x maybe?

>> City after city, of Musketeers and Pikeman being able to seriously damage Armor and losing Cannons against Pikeman on hills/mountains is simply unacceptable as a game mechanic.

Welcome in real world.
Freeciv is just approximation of RL.
Do u think that some armors can't be faulty, and riding via hills is dangerous?
Do u think that pikeman in real world would be still pikeman, yeah it would be pikeman with AK47 ? For sure that pikeman will get weapon from sneaky Russia for free to hurt your civilization, or maybe from your own civilization by ppl who want to get richer.
Haven't u seen what advantage gives hill ? ( eg. see latest episode of spartacus - s03e08 :D, there is just basic concept, for sure there could be much more destructive tactics )
So for sure even warriors on hills should make high amount of damage to tanks.

>> fighter vs pikemans
Do u think those pikemans stand on top of hill and wait to be shot ?
I remember that on history lessons we watched some action form USA vs Japan.
The best action was when USA figter started from carrier and then something went wrong and he hit carrier, and it went down, buhahha, that's another way how green figters fly :D

>> The end result of the game is messy and drawn out, rather than quick and glorious.
Wars Russia vs Afghani or USA vs Vietnam was fast and victorious, right?
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Re: Default3+ Ruleset

Postby NotAnyoneSpecial » Mon Apr 01, 2013 7:16 am

I would like to port it over 2.3.xxx and that is currently being planned, I think it should be relatively simple and will be uploading a working version shortly.

On Pikeman damaging tanks, I would view them as what the game is representing them to be Medeval Pikeman from the 11th century not AK-47 wielding partisans. We have a unit that does that its called "Partisans" :P On the Tanks and mobility, I am open to giving tanks special restrictions such as "wheeled" movement but at the moment due to how the land classes have been implemented would make it more complicated.

Plane Combat in the game needs overhaul, something more like civ3/civ4 - being unable to attack tanks Stuka style is quite disappointing >.<

Also Vietnam and Afganistan was a very good display of assymetric warfare :P They didn't exactly hold cities, they simply fled from american/soviet firepower and then returned once the firepower was elsewhere and bled them dry :P
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