[Freeciv-Dev] Re: Patch: Infrastructure tech generalization
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At 2000/04/28 09:23 , Marko Lindqvist wrote:
>
> I figured out that with current implementation one cannot give players
>ability to build fortresses/bridges/railroads from the start of the game
>just by editing rulesets. Those abilities always require some tech.
You can by giving a tech at the beginning that allows fortresses or bridges
or railroads.
> This patch adds list of settler abilities usable from the start of the
>game (no need to research any special techs) to techs.ruleset.
>This patch also makes it possible to create ruleset where
>road/mine/irrigation abilities require some tech to be researched. Mine
>and irrigation techs are required only in order to create specials (mines
>and irrigation), not in order to change terrain type (forest->plains etc).
> I made someminor testing with gtk client. I haven't even compiled
>other clients. I haven't looked AI code yet. It can have some problems if
>road/mine/irrigation abilities are not always available.
I believe a better way is to give a "base" tech -- this way there's nothing
"special" going on. To handle roads/mines/irrigation consistently, a few
code changes are required, plus adding the base tech. This will be much
less intrusive to the code (e.g., no client changes) than the current patch.
jjm
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