Re: [Freeciv-Dev] Patch, make it possible to detect required buildings
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Lindqvist Marko <caz@xxxxxxxxxxxxxxxxx> wrote:
> There's several buildings that require another building being already
> built in the city. After next few changes such buildings would be easier
> to detect.
> Add entry B_NONE to improvement type id:s
We can probably just use the existing B_LAST as a flag value
to mean none?
> Add B_NONE as required building to all buildings
> at improvement_types -array except:
>
> - Bank requires B_MARKETPLACE
> - Mfg. Plant B_FACTORY
> - Research lab B_UNIVERSITY
> - Sewer system B_AQUEDUCT
> - Stock exchange B_BANK
> - University B_LIBRARY
I think in principle this sort of thing is a good idea.
Another similar case would be when a wonder replaces
(gives the same effect as) an improvement.
These would make sense to add to my rulesets patch, which
currently only does a half-hearted effort at generalising
building rules. A somewhat recent but probably already
out of date version of rulesets is at:
http://msowww.anu.edu.au/~dwp/freeciv/patches/rs_new2a.diff.gz
-- David
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