[Freeciv-Dev] why specials are properties rather than terrain types (was
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: |
freeciv-dev@xxxxxxxxxxx (Freeciv developers) |
Subject: |
[Freeciv-Dev] why specials are properties rather than terrain types (was: the things i dislike about freeciv) |
From: |
Reinier Post <rp@xxxxxxxxxx> |
Date: |
Sat, 14 Oct 2000 13:23:13 +0200 |
On Fri, Oct 13, 2000 at 05:07:48PM +0200, Erik Sigra wrote:
> I noticed that Xconq's civ emulation has its terrain/specials
> implemented in this way. But it could be very difficult to have all
> thoose terrain types, like forest_river_game, forest_game, forest_river,
> forest_river_silk, forest_silk, ...
Specials are terrain attributes in several ways:
+ they don't affect possible terrain type conversions (not sure what
happens to them in Freeciv, in Civ I they had a prob. of reappearing)
+ they don't affect the tile's movement and defense properties
+ map generation distributes them evenly and with a given frequency
+ they always add to the yield of the corresponding non-special type
+ more?
--
Reinier
- [Freeciv-Dev] the things i dislike about freeciv, Jamie Kawabata, 2000/10/13
- [Freeciv-Dev] Re: the things i dislike about freeciv, Gaute Strokkenes, 2000/10/13
- [Freeciv-Dev] Re: the things i dislike about freeciv, Falk Hueffner, 2000/10/13
- [Freeciv-Dev] Re: the things i dislike about freeciv, Reinier Post, 2000/10/14
- [Freeciv-Dev] Re: the things i dislike about freeciv, David Pfitzner, 2000/10/14
|
|