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Re: [Freeciv-Dev] Civ2 vs. Freeciv differences
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Re: [Freeciv-Dev] Civ2 vs. Freeciv differences

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To: Matias Griese <mahagr@xxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: Re: [Freeciv-Dev] Civ2 vs. Freeciv differences
From: Hrothgar <hrothgar@xxxxxxxxxxxxxxx>
Date: Thu, 28 Jan 1999 14:54:20 -0600 (CST)

On Thu, 28 Jan 1999, Matias Griese wrote:
:On Thu, 28 Jan 1999, Tony Stuckey wrote:
:
:>      One issue also is whether converting Forests->Grassland produces a
:> Grassland square with production or not.  I beleive that this was random in
:> Microprose Civ.
:
:No, it was not random. In Civ2 the shields were arranged like this:
:
:--SS--SS--SS--SS--
:SS--SS--SS--SS--SS
:--SS--SS--SS--SS--
:
:You could see the pattern from large grassfields. And so you could
:predict where to benefit most when you used your engineers.
:
:Regards,
:  Matias Griese

i know this may borderline on non-CivI/II compatibility, but shouldn't the
shields be more random...like real geology.

for instance, resources can be grouped together like:

----------
----SSS---
--SSSSSS--
---SSS----
---------- or any other grouping


or resources could be found in bands like:

SSS---SSS-
SS---SSS--
S---SSS---
---SSS---S
--SSS---SS like natural folding/bending plates or layers of sediment.

the bands could be less dense (with holes in the bands in sum places).

again, i know straying from CivI/II compliance is the greatest sin, but
the current implimentation makes no since.  but then again maybe this just
needs to be handled by the map maker.

cameron



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