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To: Daniel L Speyer <dspeyer@xxxxxxxxxxx>
Cc: Andrew Sutton <ansutton@xxxxxxx>, gregor@xxxxxxxxxxxxx, Gregor Zeitlinger <zeitling@xxxxxxxxxxxxxxxxxxxxxxx>, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Development Strategies [Was Documentation, Usability and Development]
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 3 Dec 2001 21:01:51 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Mon, Dec 03, 2001 at 02:44:13PM -0500, Daniel L Speyer wrote:
> On Mon, 3 Dec 2001, Raimar Falke wrote:
> 
> > On Mon, Dec 03, 2001 at 01:58:52PM -0500, Daniel L Speyer wrote:
> > > On Mon, 3 Dec 2001, Raimar Falke wrote:
> > > > ... > [snip lengthy discussion]
> > > > > > 
> > > > > > Yes we may run out, but this isn't and shouldn't be the problem.
> > > > > 
> > > > > Hinging a potential customizability on a limited resource is not good
> > > > > design.  We don't want to run up against this just as custom rulesets 
> > > > > get
> > > > > popular.  We've already run into this with nations (which we allow far
> > > > > more of, IIRC), and (I suspect) are losing potential developers beause
> > > > > their work can't be included.  
> > > > 
> > > > There is a patch and it _will_ be included before the next version. If
> > > > we run out of flags (currently 28) we will expand it to 64 or 128.
> > > 
> > > But do we want to go through this again?
> > > 
> > > > 
> > > > Also note:
> > > > 1.16         (freeciv  30-Jan-99):   F_CARAVAN=0,
> > > > 1.16         (freeciv  30-Jan-99):   F_MISSILE,
> > > > 1.16         (freeciv  30-Jan-99):   F_IGZOC,
> > > > 1.16         (freeciv  30-Jan-99):   F_NONMIL,
> > > > 1.16         (freeciv  30-Jan-99):   F_IGTER,
> > > > 1.16         (freeciv  30-Jan-99):   F_CARRIER,
> > > > 1.16         (freeciv  30-Jan-99):   F_ONEATTACK,
> > > > 1.16         (freeciv  30-Jan-99):   F_PIKEMEN,
> > > > 1.16         (freeciv  30-Jan-99):   F_HORSE,
> > > > 1.16         (freeciv  30-Jan-99):   F_IGWALL,
> > > > 1.16         (freeciv  30-Jan-99):   F_FIELDUNIT,
> > > > 1.16         (freeciv  30-Jan-99):   F_AEGIS,
> > > > 1.16         (freeciv  30-Jan-99):   F_FIGHTER,
> > > > 1.16         (freeciv  30-Jan-99):   F_MARINES,
> > > > 1.53         (dwp      06-May-00):   F_PARTIAL_INVIS,    /* Invisibile 
> > > > except when adjacent (Submarine) */
> > > > 1.42         (jjm      27-Dec-99):   F_SETTLERS,         /* Does not 
> > > > include ability to found cities */
> > > > 1.16         (freeciv  30-Jan-99):   F_DIPLOMAT,
> > > > 1.16         (freeciv  30-Jan-99):   F_TRIREME,          /* Trireme 
> > > > sinking effect */
> > > > 1.16         (freeciv  30-Jan-99):   F_NUCLEAR,          /* Nuclear 
> > > > attack effect */
> > > > 1.16         (freeciv  30-Jan-99):   F_SPY,              /* Enhanced 
> > > > spy abilities */
> > > > 1.18         (freeciv  12-Feb-99):   F_TRANSFORM,        /* Can 
> > > > transform terrain types (Engineers) */
> > > > 1.34         (sebauer  12-Sep-99):   F_PARATROOPERS,
> > > > 1.39         (sebauer  20-Sep-99):   F_AIRBASE,          /* Can build 
> > > > Airbases */
> > > > 1.42         (jjm      27-Dec-99):   F_CITIES,           /* Can build 
> > > > cities */
> > > > 1.44         (jjm      10-Mar-00):   F_IGTIRED,          /* Ignore 
> > > > tired negative bonus when attacking */
> > > > 1.53         (dwp      06-May-00):   F_MISSILE_CARRIER,  /* Like 
> > > > F_CARRIER, but missiles only (Submarine) */
> > > > 1.53         (dwp      06-May-00):   F_NO_LAND_ATTACK,   /* Cannot 
> > > > attack vs land squares (Submarine) */
> > > > 1.4          (rfalke   28-Aug-01):   F_ADD_TO_CITY,      /* unit can 
> > > > add to city population */
> > > > 1.5          (rfalke   08-Sep-01):   F_FANATIC,          /* Only 
> > > > Fundamentalist government can build
> > > > 
> > > > So it looks like there are 3 flags added per year. I wonder why this
> > > > should change suddenly.
> > > 
> > > So far, interesting (i.e. requiring flags or equivalent) units have only
> > > been added when enslavedciv adds them.  If we can open up interesting
> > > ruleset building to anyone whose interested, we should see a lot more.
> > 
> > But extending the scheme only on vague ideas/proposals/possibilities
> > won't happen. I will think about it again _if_ we get requests for 3
> > flags per month.
> 
> I suppose limitation isn't really the main issue, though I'd like to see
> this get really big.
> 
> What occurs to me is that we *haven't* seen flags for all sorts of
> interesting rulesets, and I'm sure I'm not the only one who's thought
> about them.  I gave up because it looked too dificult -- too much time
> spent learning freeciv internals for the ideas I could write.  I'm a
> developer who's already gotten a few patches accepted: think how much more
> intimidating this would be to someone who only halfway knows how to
> program.

> The current system of flags *hasn't* worked for getting all sorts of
> interesting rulesets, so let's try changing it.

So you say that the reason that freeciv doesn't have more rulesets is
the way flags are handled? I disagree. But we booth don't know and
will never know.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Only one human captain has ever survived battle with the Minbari
  fleet. He is behind me. You are in front of me. If you value your 
  lives, be somewhere else."
    -- Ambassador Delenn, "Severed Dreams," Babylon 5


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