[Freeciv-Dev] Re: autosettler cleans pollution more
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oh, and remember to make it optional to maintain compatibility... one for
the rulesets (mods) I think...
SamBC
> -----Original Message-----
> From: freeciv-dev-bounce@xxxxxxxxxxx
> [mailto:freeciv-dev-bounce@xxxxxxxxxxx]On Behalf Of Andy Black
> Sent: 18 June 2000 22:43
> To: freeciv-dev@xxxxxxxxxxx
> Subject: [Freeciv-Dev] Re: autosettler cleans pollution more
>
>
> At 10:30 AM -0400 6/18/2000, Jeff Mallatt wrote:
> [snip]
> >
> >Except for pollution caused by being nuked. However, I don't
> want the AIs
> >to aggressively clean-up nuke pollution: a friend pointed out that making
> >the AIs clean up nuke pollution makes nuking them a great way of wasting
> >their Settlers/Engineers. I don't want to make nukes attractive
> to use, so
> >I'm thinking of adding a different kind of pollution, S_FALLOUT,
> that acts
> >just like S_POLLUTION in game terms, but that the AI doesn't aggressively
> >clean-up.
> Wasn't there something earlier on the list about the difference betwene
> regular and neuclear polution?
> I belive a thought that had been given was neuclear fallout is harder to
> clean up than regular messes and takes much more time. It also requires
> advanced technology.
> Proposal:
> Implement above sugestion.
> In adition, make cleanup of neuclear polution take longer (same
> amount of time as teraforming?), and require units that can do so
> to have a
> flag F_NUKE_CLEANUP.
> neuclear polution could
> cause damage to ground units present/cleaning it up
> spread (slowly) due to incoming/outgoing objects
> co-exist with regular polution (double trouble--ugh)
> Due the the feature freze, implmentation should be delayed until the next
> version.
> >
> >jjm
> Andy Black
> mac port manager
>
>
>
>
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