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Re: [Freeciv-Dev] City styles - proposal.
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Re: [Freeciv-Dev] City styles - proposal.

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To: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: Re: [Freeciv-Dev] City styles - proposal.
From: Jerzy Klek <qpkjeek@xxxxxxxxxxxxxxx>
Date: Thu, 16 Sep 1999 10:28:24 +0200 (MET DST)


> Ok, I've worked out a good (simple+flexible) way to do this,
> (as least as far as the server side).  Think of tech trees, 
> and unit obsolete_by.

Ouuh, the patch based on previous agreement was almost ready...
just needed a bit of testing... Maybe I should sent here waht
I have and implement a more general scheme later. Having
something in CVS might make some people draw some tiles.?

The new system is much more flexible as there can be more
than 3 development periods and you don't have to end up 
and later looks can still be different for nations.
Not much use for classic freeciv, but if someone really
will implement Warlord scenario :-))) Scenarios in fact
require a lot of work, but something in style of Alpha Centauri
seems feasible.
Anyway the proposed ruleset looks very similar to units so maybe
it won't be that much work because I can copy some other ruleset
stuff. I can't say I will implement it, but I will look into
this.

> The "standard" ruleset would be something like this:
> 
> >>>>>
> ; The first [citystyle_*] section is the default initial 
> ; style for nations which do not give an explicit style. 
> ; (Or could have a global entry to specify the default, 
> ; cf default_government.)
> 
> [citystyle_ancient]
> name        = "Ancient"
> graphic     = "cities.ancient"
> graphic_alt = "-"
> tech        = "None"
> replaced_by = "Industrial"
> 
> [citystyle_industrial]
> name        = "Industrial"
> graphic     = "cities.industry"
> graphic_alt = "-"
> tech        = "Mathematics"   ;  FIXME
> replaced_by = "Modern"
> 
> [citystyle_modern]
> name        = "Modern"
> graphic     = "cities.modern"
> graphic_alt = "-"
> tech        = "Monarchy"      ;  FIXME
> replaced_by = "-"
> 
> [citystyle_oriental]
> name        = "Oriental"
> graphic     = "cities.oriental"
> graphic_alt = "cities.ancient"
> tech        = "None"
> replaced_by = "Industrial"
> <<<<<
> 
> Notes:
> 
> The techs for Industrial and Monarchy are from Jerzy's original
> proposal, but I don't think these are really the appropriate techs.
> Eg, they occur much too early, and all cities would look modern 
> very soon after the start.

The Monarchy and Mathematics are an accident: I was just testing
my code and set the techs so low because I didn't want to wait
to long and I didn't have any save game. Actually I think
the defautl techs should be Railroad or Industrialization for
industrial look and Automobile for modern.
 
[cut]

/Jerzy




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