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[Freeciv-Dev] Re: patch: techtree support (PR#405)
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[Freeciv-Dev] Re: patch: techtree support (PR#405)

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: patch: techtree support (PR#405)
From: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Date: Fri, 23 Jun 2000 00:42:48 +1000 (EST)

Artur Biesiadowski wrote:
> David Pfitzner wrote:

> >  - If desired the intermediate file may be hand-edited, or could be
> > produced by some other method.  In particular, files could be hand-
> > produced to create tech-trees for non-freeciv games (SMAC etc?).
> > This approach would be easier than trying to mock-up full-size
> > freeciv ruleset files just to produce techtree graphs.
> 
> Yes, at some point I was trying to run techtree agaist C:CTP rules (to
> see what CelestialDawn mod have changed). Extracting it from CTP ruleset
> was not so hard, worst part was with units - I don't remember which is
> which, but in one game they were obsoleted by units in second by
> technology. Maybe it could be possible to add suport for both ways in
> techtree ?

Well, new techtree doesn't know about units at all!  It just knows
about techs, and a set of 0 or more "comments" which are shown for 
that tech.  So you have an input file with section like:

[tech_6]
name="Automobile"
req0=15
req1=77
comment0="battleship"
comment1="super highways"
comment2="~Leonardo's Workshop"
comment3="(pop. pollution)"

[tech_12]
name="Chivalry"
req0=29
req1=36
comment0="knights"
comment1="~horsemen, chariot"

So it becomes the respnsibility of freeciv (or the user, for
hand-written files) to handle the messy details.  Techtree should
now also handle having more than two reqs, though of course 
freeciv doesn't use that.

-- David



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