Part of the game is working around limits. If you were not playing the Heir to The Throne map, start there because it is generally the best balanced. They can only fight on low level character at a time. You should always have some low level characters moving up so you can afford to sacrifice those high level characters without losing much.Īs for tight passes, Don't fight in them, retreat a little so you have some room to work. Wesnoth is designed so that those high level characters die once in a while. Yes a level 3 character is powerful (some get to level 5, but most stop at level 3), but a few level 1s can take it out. Wesnoth is not about all powerful characters. See in the Freeciv wiki once our web site is un-slashdotted to learn more about this, and add your thoughts. If you have ideas, try making a map demo first to test them out and show us. So if you manage to jump through all those difficulties, can you make it look good? Some games solve this by having mountains (and rivers) as items between tiles. We can't do that - we might have to draw cities, mines, and so on on it. One person tried to make a mapview that had rugged mountains that had sharp mountaintops. A lot of other games (SimCity eg) of elevation by sacrificing some tiles to slopes. Not to mention that doing the elevation in any sane way is difficult, as well, since you are pretty restricted as to how you can do it (if you use only existing freeciv maps). Adding elevation makes it very hard to add units, cities, terrain improvement and so on. While the client-server design is very clean, and the common client code is neatly separated from the client specific front-end, making a graphical design that would work with a Freeciv map is non-trivial. Making an OpenGL client of Freeciv is harder than you might think, and for different reasons. You are not the first to think about this. The concepts from the second part still apply in the first, but there's more to it than an abstract intellectual exercise. In summary, I'm sure I'm not the only person who would rather order a persian warrior to attack a fortified german spearman than to make a 1-1-1 unit of Team 1 attack a 1-2-1 unit with a defence bonus of Team 2. Provided the graphics do not obscure the gameplay mechanics I cannot see why they cannot be used to improve the game. As an intellectual exercise this would have merit, but as a game? There is more to graphics in civ than to simply provide a convenient shorthand for the different statistics of each element of the game. Continue this process to it's logical conclusion and what do you get? A game with identical gameplay but which is blander and less fun to play. Hills, Mountains, Forests? Let us not think we are actually talking about real features, replace them with abstract concepts such as squares of type A, B and C. Any why have named units? After all, the important thing about a unit is its stats. None of the initial units are able to enter the village.Īny of the initial units can enter the village.At the same time let's get rid of such concepts as sea and land, simply have 2 different colours to distinguish between different types of square.
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