bugFreeciv - Bugs: bug #15059, 2.2 Beta comments

 
 
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bug #15059: 2.2 Beta comments

Submitted by:  None
Submitted on:  Tue 05 Jan 2010 10:33:37 PM UTC  
 
Category: NoneSeverity: 2 - Minor
Priority: 1 - LaterStatus: Duplicate
Assigned to: NoneOriginator Email: -unavailable-
Open/Closed: ClosedRelease: 2.2 Beta
Operating System: Microsoft WindowsPlanned Release: 

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Sun 28 Nov 2010 12:24:32 AM UTC, comment #2:

This item has been split into bug #15089, bug #15090 and bug #15091.

pepeto <pepeto>
Project Member
Sun 10 Jan 2010 01:11:06 PM UTC, comment #1:

> Is there something somewhere that explains, in plain English,
> what the differences are between the versions? Something more
> thorough than the bulleted lists on the news page but not nearly
> so convoluted as the changelog page? For example, I discovered
> the hard way the new happiness rule for Republic governments.
> Didn't see this listed.


What new rule are you talking about?

> What is the Cheating AI difficulty level about? The biggest
> drawback of the game has been the cheating, the way the AI
> knows the map without exploring and magically knows where all
> of the human player's cities and units are. The cheating
> destroys the credibility of the game. Give the AI a nice
> handicap (fewer bulbs to research techs, fewer shields to
> construct items, less food to grow), but the cheating has to
> go. Has it been eliminated? I haven't been able to tell yet.


The AI already has different types of handicap that you are requesting. The unknown map is one of them. I think it should stay, because some players like to play with it. I guess the only thing that could be done is to have editable handicap in addition of the current predefines AI levels. I created an wish item for this (bug #15089).

> To gauge time, use the correct and religiously neutral
> abbreviations BCE and CE, rather than the old, incorrect and
> religiously biased BC and AD.


I agree. See bug #15090.

> The unit report is inaccurate. It omits the free units
> acquired at the beginning of the game (Explorer, two Workers)
> and all "free" (not owned by any city) units subsequently
> picked up by the Explorer via minor tribes.


Confirmed. See bug #15091.

pepeto <pepeto>
Project Member
Tue 05 Jan 2010 10:33:37 PM UTC, original submission:

Hello. Many of these comments apply to version 2.1 as well as 2.2. I've played only portions of games thus far.

Is there something somewhere that explains, in plain English, what the differences are between the versions? Something more thorough than the bulleted lists on the news page but not nearly so convoluted as the changelog page? For example, I discovered the hard way the new happiness rule for Republic governments. Didn't see this listed.

What is the Cheating AI difficulty level about? The biggest drawback of the game has been the cheating, the way the AI knows the map without exploring and magically knows where all of the human player's cities and units are. The cheating destroys the credibility of the game. Give the AI a nice handicap (fewer bulbs to research techs, fewer shields to construct items, less food to grow), but the cheating has to go. Has it been eliminated? I haven't been able to tell yet.

To gauge time, use the correct and religiously neutral abbreviations BCE and CE, rather than the old, incorrect and religiously biased BC and AD.

When the cursor appears on a unit or city, it becomes a spinning globe. I find this annoying and prefer the simple arrow, as it is everywhere else.

If Barbarians (or Pirates) don't appear until a certain turn, it's logical that they not be the result of minor tribes until that turn as well. Maybe I'm being a crybaby, but the Explorer is extremely valuable in the early going. Losing him is quite a jolt. Rotten luck, and I usually just start the game over!

Huts again. I think the game would be better if huts never resulted in "friendly" cities. They're rarely friendly. They're almost never where you want them, so I disband them to settlers. And if an AI explorer stumbles upon a city in my territory, it's a major pain. There are even occasions later on when I have a Republic government, have carefully laid out 13 cities and my explorer finds another minor tribe. The last thing I want is a 14th city, leaving me one over the happiness limit.

"Suggest throttling growth" is a nice feature that comes in handy on occasion, but still is imperfect. It still kicks in when the city is en route to build the granary on the very turn that it will grow. In these cases the city gets the granary's benefit, so the warning is unnecessary.

After a while, the game seems to lose track of the order in which cities were built. Version 2.1 knew the order and processed cities in this order (or reverse). 2.2 does for a while, but later loses track. Or maybe it has other ideas I'm missing.

When saving, closing, then resuming, I notice the same phenomenon that plagued 2.1. The AI would, upon resumption, stop building Wonders in progress. It did this every time without fail. It did it again here, although in the one case I tested, they restarted immediately, so didn't seem to lose anything.

The unit report is inaccurate. It omits the free units acquired at the beginning of the game (Explorer, two Workers) and all "free" (not owned by any city) units subsequently picked up by the Explorer via minor tribes.

All for now. Thanks for your efforts.

Bill

Anonymous

 

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    Follow 3 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Sun 28 Nov 2010 12:24:32 AM UTCpepetoOpen/ClosedOpen=>Closed
    Sun 28 Nov 2010 12:24:31 AM UTCpepetoStatusNone=>Duplicate
    Sun 10 Jan 2010 01:11:18 PM UTCpepetoPriority5 - Normal=>1 - Later
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