[Freeciv-Dev] Re: generalized improvemants (PR#243)
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>Yes. However, when I looked at the code, it seemd to do something weird.
There is currently an issue where wonders reduce unrest but not buildings.
It took me a while to figure out the codes too.
>>Client might not be able to report production of Prod_To_Gold percent.
My mistake, I misunderstood it earlier.
I would rather build buildings and sell them when completed if it is < 100.
>>Reveal_Cities and Reveal_Map can be combined to depend on AMOUNT.
I just do not want to terrify someone with the huge number of effects, and to
keep it consistant with others like Space_Parts and Upgrade_Units.
I seem to have a stubborn believe that anything can't fit in one full screen is
bad. :)
>They will eventually be different. The ultimate goal is for Freeciv to
>grow beyond Civ2. (Civ2 compliance is merely a convenient near-term goal.)
The ruleset file will then show the difference. IIRC later entry overrides
previous.
>Are you saying that you believe the current Freeciv implementation of
>Leonardo's Workshop is too powerful? I believe the current code implements
>Upgrade_Units AMOUNT=2 type.
Yes, I was looking for something like random percent chance of upgrading a unit
each turn as an option.
Regards,
I.Q.
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