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[Freeciv-Dev] rulesets, part1
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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] rulesets, part1
From: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Date: Sun, 24 Jan 1999 14:05:22 +1100

Yesterday I checked in some changes which were written as
part of rulesets development, but which in themselves were
more-or-less independent of rulesets.  The attached patch
makes some further changes which are more closesly related 
to rulesets, but which don't cause any incompatiblity with 
current freeciv.

Changes included are:

-- New variant field to improvement_type struct, to specify 
variant improvement effects.  Some effects implemented, but
not documented in this patch. New functions improvement_variant(), 
and player_owns_active_govchange_wonder().

-- Client-side continent calculations, to support continent-only
wonder variants.  (Client may have imperfect knowledge of
continents, but still helps client know in many cases if 
an improvement is wonder-replaced.)

-- New struct game.rtech, which stores advances which have 
special effects; advance values currently fixed: will be
adjustable with rulesets.

-- New game.firepower_factor, to help support civ1-style
combat with rulesets, value currently fixed at 1.

To make better sense of some of these change it may help
to read the README.rulesets in the part2 patch.  
(See next email; 
http://msowww.anu.edu.au/~dwp/freeciv/patches/rs_part2.diff.gz)

Regards,
-- David

Attachment: rs_part1.diff.gz
Description: GNU Zip compressed data


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