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To: Freeciv-dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Multiple patches
From: Daniel Zinsli <s830+priv@xxxxxxxxx>
Date: 26 May 2000 15:03:17 +0200

Robert Rendell <rob@xxxxxxxxxxxxxxxxxxxxxxxxx> writes:

> Well, I've been hacking freeciv for a while now, and should probably post
> my changes in case people want to use them.  Since I've been doing this for
> a while, I've created more work for myself - I've had to go through and
> make lots of little diff files, by topic, of the various changes I've made.

Great work :)
>       * If a city building something has enough resources in stock to get
>               it, the turns until complete come up as "1", even if the
>               city is in disorder or otherwise has zero resources coming
>               in

Perhaps we should have 'DISORDER' appended if the city is in disorder?
Also, i like to see 'inf' in cities that have 0 in production.

> meltdown.diff
> 
>     Implements nuclear meltdowns, a la Civ and Civ2: cities in disorder
>     that contain a nuclear plant are in danger of suffering a meltdown
>     (lose half the city's population and the nuclear plant, and pollute the
>     surrounding countryside).  Discovering another tech (Fusion Power, in
>     the patched ruleset files) makes nuclear plants safe.

Great, I've missed this one. You lose all units in the city too, i
presume?

>       * Pollution only occurs in squares that are being used by the
>       city

Yes, this is correct.

>       * Spaceships are only destroyed if a capital is taken while the
>               ship is in orbit, not after it is launched.

I still like the original behaviour, because you then have the ability
to take their capital after their ship launches.
If we have the above behaviour, the only way to win if the other side
launches is to build a faster spaceship.
It's logical too, if you take their control-central, they can't control
the ship remotely anymore :)

>       * Gold looted from a city is the proportion of your treasury equal
>               to the proportion of population in the captured city to
>               your entire civ (thus, when someone conquers all of your
>               cities, they get all your gold).  Also, a conquerer still
>               gets loot and technology when they capture a size 1 city,
>               destroying it.

I like that you get gold proportional to city size.
However, when destroying a city you shouldn't get anything, because the
city is totally destroyed. No labs left to aquire techs from :)

Great patch!
-- 
Daniel Zinsli
University of Bergen, Norway
Finger s830@xxxxxxxxxxxxxxx for more info



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