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To: Davide Pagnin <nightmare@xxxxxxxxxx>
Cc: <sebauer@xxxxxxxxxxx>, <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: buildings question
From: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 10 Sep 2001 00:41:51 +0100 (BST)

On Sun, 9 Sep 2001, Davide Pagnin wrote:

> Sebastian Bauer (sebauer@xxxxxxxxxxx) wrote:
> >The buildings are not generalized yet. But some are working on this problem.

> Do you know who is working on this problem? I'm interested to work on
> this too,
> and if they have done this same work, I prefer to know before wasting my
> time...

        Historically, the effects of city improvements (or "buildings")
are implemented in the Freeciv source code. You can alter the ruleset, but
this will only change a few attributes (such as the name, build cost
and - in some cases - the help text) and not the actual behaviour of the
buildings. To properly change the effects, you'd have to alter the code in
many places, including the AI.

        More recently, "generalized improvements" were begun to be added
to Freeciv. For example, the "default" ruleset has an "effect" field for
each building. However, at present this "effect" field has no effect
(pardon the pun). I and others at the FreecivAC project are attempting to
remedy this, in order to be able to implement the (sometimes radically
different) buildings from Sid Meier's Alpha Centauri. Most recently,
Sebastian has added part of our FreecivAC work to Freeciv proper.

        So - what you want to do can't be done yet. You can hack the code
to allow different numbers of buildings, but they won't have the effects
that you want them to have. But we're working on it. ;)

N.B. FreecivAC can be found at
http://bellatrix.pcl.ox.ac.uk/~stewart/fcindex.html

        Ben
-- 
ben@xxxxxxxxxxxxxxxxxxxxxx           http://bellatrix.pcl.ox.ac.uk/~ben/
"How often have I said to you that when you have eliminated the
impossible, whatever remains, however improbable, must be the truth?"
        - Sir Arthur Conan Doyle



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