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Re: [Freeciv-Dev] Fantasy Modpack
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To: freeciv-dev@xxxxxxxxxxx
Subject: Re: [Freeciv-Dev] Fantasy Modpack
From: Greg Wooledge <wooledge@xxxxxxxxxxx>
Date: Thu, 27 May 1999 18:16:03 -0400

Claus Leth Gregersen (leth@xxxxxxxxxxx) wrote:

> 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.

You'd also have to remove the ability to acquire random techs from
"huts" (or remove the "huts").  On the other hand, letting a bunch of
fire-wielding Salamanders stumble across ancient lore which teaches them
the secrets of underwater breathing might be fun, especially given that
they'd probably never get any other advances at all from the water tree.

-- 
Greg Wooledge                    | Distributed.NET http://www.distributed.net/
wooledge@xxxxxxxxxxx             | because a CPU is a terrible thing to waste.
http://www.kellnet.com/wooledge/ |

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