Re: [Freeciv-Dev] Fantasy Modpack
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> On a different tack, you could actually implement exclusive
> technologies. This would be major engine modification, but it would
> mean that certain technologies simply can't coexist. If you choose to
> research such, or you steal such, then you have the option of completely
> giving up the excluded technology (and all technologies below it in the
> tech tree).
>
> For example, maybe anything more than (say) 3 advances down the
> Holy/Unholy tree completely excludes its opposite.
>
>
In the fantastic word addon for civ2, they did something like building 3-4
different tech trees, each rooted in 1 tech. The races was given this root
tech for starters, and could that way only develop in it's own branch of
the tree.
This will only work if:
You're able to specify a start tech to of the races.
Remove the ability to steal tech (or remove spys/diplomates).
If every race have it's own tech tree, then some techs could be copies of
those from other trees, so techs will be "equal" in the term of
functionality but will not have the same requirements.
The great library will not be of any value as max 1 race can have a tech.
Trading tech shouldn't be possible.
/Claus Leth Gregersen
- [Freeciv-Dev] Fantasy Modpack, Mark Nettle, 1999/05/26
- Re: [Freeciv-Dev] Fantasy Modpack, David Pfitzner, 1999/05/27
- Re: [Freeciv-Dev] Fantasy Modpack, Jules Bean, 1999/05/27
- [Freeciv-Dev] More flexibilty - was Fantasy Modpack, Mark Nettle, 1999/05/27
- Re: [Freeciv-Dev] More flexibilty - was Fantasy Modpack, David Pfitzner, 1999/05/28
- Re: [Freeciv-Dev] More flexibilty - was Fantasy Modpack, Jules Bean, 1999/05/28
- Re: [Freeciv-Dev] More flexibilty - was Fantasy Modpack, Falk Hueffner, 1999/05/28
- Re: [Freeciv-Dev] More flexibilty - was Fantasy Modpack, Per Mathisen, 1999/05/29
- Re: [Freeciv-Dev] More flexibilty - was Fantasy Modpack, Jules Bean, 1999/05/29
- Re: [Freeciv-Dev] Fantasy Modpack, Sune Kirkeby, 1999/05/27
- Re: [Freeciv-Dev] Fantasy Modpack, David Pfitzner, 1999/05/28
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