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

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To: jjm@xxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: City styles - updated.
From: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Date: Sat, 25 Sep 1999 14:47:02 +1000 (EST)

Jeff Mallatt wrote:

> Here's another rev of Jerzy's city syles patch.  This updates it to the
> latest CVS, fixes a couple of minor bugs, and does some slight reorg.
> 
> The two biggest changes are: renames misc.ruleset to cities.ruleset and
> adds support for the trident tileset.
> 
> The question is:  Should this be included in the upcoming 1.8.N release?

One thing against including it now IMO, is that the graphics
provided are not really to the standard of the current/default
graphics.  (As I think Jerzy admitted from the outset.)

Of course the best way to get better graphics is probably to 
include the feature first, but maybe we can do that after 1.9.0?

Alternatively we could include the code and framework to support
this, but alias all the syles to the default graphics in the 
cities.spec file, so that it looks no different to now, but 
has the capability to slot in better graphics.  (And I guess
provide the extra graphics via a non default option, to allow
trying them.)  Then its just a question of whether we want to
make these code changes at this stage...

One problem I noticed: starting a new game, the AI players all
had industrial cities.  I guess because plr->city_style is 
initialized to 0, and the first style in cities.ruleset is 
industrial, and plr->city_style never got updated to national 
default when AI players were setup.

-- David

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