I manage following projects:
Here's Github organizations I commonly work for:
For commercial support checkout my company.
Experimental Freeciv ruleset for long turn style games
Home Page: http://www.freeciv.fi
License: GNU General Public License v2.0
I manage following projects:
Here's Github organizations I commonly work for:
For commercial support checkout my company.
All four veteran levels are tripled so that each has three states now.
First veteran level is 'rookie' and it's special since it only has effectivity 75% (normal is 100%) and it will raise to 'green' once the unit is used first time in combat.
Triple all movements:
Same for visions:
Map should be generated by:
I propose that we limit unit moving so that when turn changes and after goto routines are done, the server iterates all units and changes move points to maximum 1.
This way units cannot move faster than 1 tile during the turn except by using goto.
I'm not sure if there is any unintentional side effects to this change. Please comment here if you see problems.
Is there anything -- like worker actions -- that will take more than 1 move and should be done in one turn change?
While researching for map generation #5 I noticed that land is created by using landmass like this in server/generator/mapgen.c line 1146:
hmap_shore_level = (hmap_max_level * (100 - map.server.landpercent)) / 100;
I guess this could be implemented with better algorithm to choose the hmap_shore_level
based on the actual land that would be generated. At the moment it's actually choosing it -- using a landmass procent -- based on how deep the deepest ocean is.
It also means that choosing "earth like" value is not possible -- but would be something like map.server.landpercent=45
if the generated hmap would be earthlike.
I guess to implement it we need function to count how many land tiles there would be with X as a hmap_shore_level and by doing a simple binary search to figure out which value is best.
This is a new ruleset based on the default ruleset.
It's intended to be used in the next upcoming Finnish Freeciv Longturn Game.
The intention is to triple everything to make the game more interesting for longturn style games while still keeping it as much "standard" as we can.
I'll document each change as GitHub issues. You are welcome to suggest your own ideas as issues here, too!
What to do when 126 human players and civil war strikes? Actually what to do when there's no AIs in game at all?
I think it might be worth considering that the split nation could be transferred to another human player in that region.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.