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August 2000: [Freeciv-Dev] classes.ruleset version 3 plus class_processor |
[Freeciv-Dev] classes.ruleset version 3 plus class_processor[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Here is classes.ruleset with new classes : indian_ocean, pacific, atlantic, baltic_sea and arctic (with less countries tha Robert proposed). Also attached are: classes_reverse, which takes classes.ruleset at stdin and output at stdout : class1 nation1 nation2 nation3 class2 nation4 nation5 nation6 ... class_processor, which opens ./classes.ruleset to read classification, and takes request on @ARGV (as parameters), and outputs on stdout ready-to-use nations.ruleset. Generated ruleset includes barbarians, misc_cities, metadata and comments cut&pasted from real nations.ruleset. Example : $ ./classes_processor 'europe & latinate + ( africa - black )' ; ; File generated in answer to request ``europe & latinate + ( africa - black )'' ; [datafile] description="Nations data for Freeciv, europe & latinate + ( africa - black )" options="1.9" ; Below: nations data in sections [nation_*] for ; all nations available. If you want to have more ; nations just add one at the end. There is a maximum ; of 63 nations however. I hope it is enough :-) ; ; Notes: ; ; name = name of the nation ; plural = plural form of the nation name (use "?plural:" qualifier) ; leader = default leader names for the nation ; leader_sex = sex of each default leader: "Male" or "Female" ; flag = string to look for in client tilespec files for ; preferred flag icon ; flag_alt = alternate flag icon string, or "-" ; ; Next are some hints for AI, as defined in struct player_race ; Ask the guy who designed this struct for more explanation :-) ; AFAIK some of them are not implemented yet. ; ; attack = c 0 = optimize for food, 2 = optimize for prod ; c0 = large amount of buildings, 2 = units ; expand = c0 = transform first , 2 = build cities first ; civilized = c 0 = do not use nukes, 2 = use nukes, lots of pollution ; advisors = some kind of advisors, not implemented anyway ; tech_goals = technology goals, up to 10 ; wonder = primary wonder ; government = wanted government ; ; cities = city names, of course :-) ; ; ; section [misc] currently contains cities suggested when ; you run out of default cities for your nation ; *include "nation/boer.ruleset" *include "nation/carthaginian.ruleset" *include "nation/catalan.ruleset" *include "nation/french.ruleset" *include "nation/italian.ruleset" *include "nation/portuguese.ruleset" *include "nation/spanish.ruleset" ; ; barbarians MUST go last ; *include "nation/barbarian.ruleset" *include "nation/misc_cities.ruleset" $
class_reverse
class_processor
classes.ruleset
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