Re: [Freeciv-Dev] [patch] divorce government == tech
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On 1999-06-07 12:29:49, David Pfitzner wrote:
> Sune Kirkeby wrote:
>
> > Each government has
> > a list of required techs, does it make sense to
> > have complementrary techs also? If so it would
> > be fairly simple to implement that also.
>
> Hmm, I wonder if it is worthwhile to have the added complexity
> of multiple required techs for governments? (Just what you've
> done so far, I'm not sure what you mean by complementrary techs?)
>
> The default governments only have one required tech each, or
> none (eg could use A_NONE), and this is similar to units,
> buildings which have a single required tech. Will anyone
> actually want to have more than one required tech for governments?
>
> I guess one could say that its easy enough to support the
> extra generality, but it does make various things more complicated
> later on, eg, packets, dynamic help, AIs, ...
>
> Maybe it is worthwhile (and maybe units and buildings should
> also be allowed multiple techs), but I'm not sure.
I agree that it is doubtful...
After all, You can make a tech for that purpose...
It really would mess up the help...
Seeing that a tech allows this and that is a lot clearer...
Maybe we could introduce a number to techs defining how hard
they are to figure out in order to make techs a feasible
all-round solution...
That is:
Make a tech that allows the government and depends on several other
techs but doesn't take as long time to research...
I'm thinking a percent signifying whether it's new research or just
combinations of allready known techs...
Actually, that sounds really good to me... :)
I like ideas that gets better with time...
I like it a lot better now than when I started to write this reply :)
/Daniel
--
Now take a deep breath, smile and don't take life so seriously... :)
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