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February 2000: [Freeciv-Dev] A Ruleset for Disasters? |
[Freeciv-Dev] A Ruleset for Disasters?[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
OK, so I don't know how to implement the senate, but a Disasters ruleset seems to be rather straightforward to do. The attached ruleset file would give you an idea of how it might look like. (I believe these are the disasters in Civ1. Anyone have a list for Civ2?) Of course, I still have to code in the handling routines, but I think I now understand it well enough to be able to do it. :-) Anyway, it will have to wait for the next development cycle. Talking about rulesets, I have been wondering just how general and flexible the system can be. Obviously it's very powerful, and a large number of customizations can already be made without touching the source code. And I assume it will be further generalized (e.g. the upcoming "improvements generalization" patch). But in order to allow mod packs with sufficiently different modes of play (e.g. the Master of Magic patch by Dennis Payne), more features have to be added in the code. Our goal would be to make the rulesets as general and flexible as possible, so that mod packs can be made with minimum amount of fuss. With this in mind, maybe we should think about what else should and can be put into rulesets. we already know that improvement/wonder effects will be handled this way in an upcoming patch, and I hope terrain requirements for improvements/wonders are treated the same way as well. I haven't really thought it through--just throwing the idea around. Maybe someone already have a plan in mind? I guess I should do some coding now. ;-) Mike ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com
disasters.ruleset.txt
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