[Freeciv-Dev] Re: A Ruleset for Disasters?
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From: Tomasz Wegrzanowski <maniek@xxxxxxxx>
Date: Sat, 19 Feb 2000 04:35:45 +0100
On Wed, Feb 16, 2000 at 01:38:06PM -0500, Mike Jing wrote:
> [disaster_piracy]
> name = _("Piracy")
> terrain_req = "Ocean"
> tech_neg = "None"
> improve_neg = "Barracks"
> effects = "Empty_Foodstock", "Empty_Shieldstock"
> helptext = _("\
> Pirate raids may strike any city built adjacent to an Ocean square.\
> Pirates can be prevented by building a Barracks improvement.\
> Pirates remove all food from the food storage box and destroy whatever\
> is being built in the production box. All resources spent so far in\
> production are lost.\
> ")
improve_neg = "Coastal Fortress"
Barracks won't work because there are 3 different kinds of barracks,
and coastal fortress is more logical.
You mean coastal defense. But I think barracks is logical enough. Besides,
I am only reproducing the disasters in PayCiv. See
http://arch.freeciv.org/freeciv-dev-200002/msg00168.html.
I am aware of the 3 kinds of barracks. For now it has to be treated as a
special case because there is nothing in the rulesets that indicates they
are pretty much the same thing.
BTW, River has also to be treated carefully because it's not a terrain type
in Civ2, but a special type of terrain special.
> [disaster_plague]
> name = _("Plague")
> terrain_req = "None"
> tech_neg = "Medicine"
> improve_neg = "Aqueduct"
> effects = "Reduce_Population"
> helptext = _("\
> Plague may strike any city at any time. It can be prevented by
acquiring\
> the advance of Medicine or by building an Aqueduct improvement.\
> Plague reduces the city's population.\
> ")
improve_neg = "Sewer System"
more logical
You are probably right there. But again that was just the original. In any
case, once the code is in place, it's trivial to customize.
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