Freeciv diplomacy9/20/2023 So why wait? How soon will I be able to play your campaign?Ĭonditional branching of the storyline would be fun - the outcome of scenario 1 could lead to either scenario 2a (after winning 1st scenario) or to scenario 2b (after losing first scenario), as an example. If you create an interesting, enjoyable, or informative campaign set of scenarios, I'll play the scenarios through - and in your intended order. The key element isn't having the software automatically begin the next scenario, but rather it is the willingness of the (human) players to proceed to the next scenario in your specified order. There doesn't seem to be anything at all that would prevent a person from playing the first scenario, then progressing to the intended next scenario voluntarily by simply starting the prescribed "next" scenario. For the latter, there could be easily done a server-side way to write order sequences for AI units by a script (rather than by go-to client command as it happens now) each turn before AI thinks how to manage it, so we could write our own AI in Lua that works, almost like Wesnoth RCA does in its campaigns.Ī campaign of multiple scenarios which continue a storyline based on the outcome of each scenario is an interesting idea. We can also try to reproduce key battles of historical wars without a single huge map that just troubles navigation most the time.įor plot elements in scenarios we likely need some other things Wesnoth has, notably quest-like dialogs and better AI regulation. Surely it's a controversal topic, but who does not like it may just not play it, and in it there is at least a Higher Will that justifies the genocidal plot of a typical Freeciv game. Since this is not going to be changed soon, maybe we could kludge it with some utility that mediates packets between the server and players, sets and stores campaign information (exchanged with the server via "lua cmd var1=value" commands and its stdout) and restarts server with a next scenario of the campaign without players' disconnect.Ī scenario that comes into mind is the biblical conquest of Israel. Surely, Wesnoth has been originally designed for it and Freeciv for a different things, but most of the basic tools for doing it (and with simultaneous multiplayer!) we do have, except one: the server can't change maps since the game is started. You can use diplomacy, you can trade, but usually you just need army that will be up-to-date with the most recent discoveries and inventions.I wish Freeciv could be played with a plot of a sequence of maps, like we see in Wesnoth campaigns. You need to gather resources, build cities, advance science, build army and explore the terrain. Modern version of Freeciv has more options, but basics remained the same - as leader of a tribe you start to build your civilization on a (usually) randomly generated map. Enough said that as online game it is available as single player, multiplayer and even play-by-email. Freeciv Project, as it is known now, is a strategy inspired by original Civilization, but it reaches beyond capabilities of this game due to wide range of preferences and settings available. Three students from Aarhus tried to adapt this single player game to more multiplayer role back in 1995 and they succeeded beyond their wildest dreams. Original Civilization game created a new standard in grand strategy games - on the screen of your computer you were able to build from scratch a whole civilization and guide it through the ages as your citizens struggle with nature and the rivals.
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