[Freeciv-Dev] patch implementing a watchtower
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Hi,
I'm new to cvs (not to freeciv) so I hope, I did everything correctly.
BTW: This is my first patch at all, so please tell me if I've done
something wrong.
This patch implements a watchtower (currently only for the
default-rulesets and hires-tileset and the gtk-gui -> the stuff I'm
using).
The watchtower can be built by settlers a soon as you have invented
feudalism (rule in default/tech.ruleset). Well, this is more a dummy,
because watchtowers where there much earlier and the required tech
should be changed to something more sensible.
The watchtower increases visual range to 2 (not by 2!), as long as a
unit stays in the watchtower, meaning the tile of the watchtower. The
watchtower is made as an infrastructure like the fortress.
+-+-+-+-+-+
|x|x|x|x|x|
+-+-+-+-+-+
|x|n|n|n|x|
+-+-+-+-+-+
|x|n|W|n|x|
+-+-+-+-+-+
|x|n|n|n|x|
+-+-+-+-+-+
|x|x|x|x|x|
+-+-+-+-+-+
The watchtower is the W in the middle, n is the normal visionrange of
most units. If a unit steps onto the <W>atchtower, the visionrange is
increased so that tiles marked with x become visible/unfogged. As soon
as all units have left the watchtower-tile, the visionrange is
decreased to normal and the tiles are fogged. Hmm, well, just give it
a try, you gonna see :-)
Watchtowers cannot be built on cities.
I did not do any translational stuff.
I made some quick sprites for the watchtower itself (very ugly, I can do
better :-), and a <T> for the settler, signalling that it's currently
building a watchtower.
The patch is made with $cvs diff -u > patchfile at 22:30 August 8th 2001
As I said before, I'm not sure about cvs yet, so if there's missing
anything, tell me!
So, that's that from me, I hope the patch worx and you enjoy it,
regards,
Bert Buchholz
watchtower_cvs.diff.gz
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