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[Freeciv-Dev] Re: generalized improvemants (PR#243)
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[Freeciv-Dev] Re: generalized improvemants (PR#243)

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: generalized improvemants (PR#243)
From: 蔡恆華 <iquin@xxxxxxxxxx>
Date: Thu, 4 May 2000 21:13:54 -0400 (EDT)

>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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