[Freeciv-Dev] Re: City styles - updated.
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On Sat, 25 Sep 1999, David Pfitzner wrote:
> 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?
That's an important point - how to get a good graphics? If
including the framework will make someone to draw some tiles,
then it should be included. People who can draw well may not
like applying patches.
> 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...
That might be the solution. I'd vote for doing in this way.
I think that "European style" tiles are good enough, so at least
one will see that cities grow.
> 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.
I've fixed this now. A new patch included.
/Jerzy
citystyles-11.diff.gz
Description: citystyles-11.diff.gz
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