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[Freeciv-Dev] Re: Ruleset Development - improvements
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To: Petr Baudis <pasky@xxxxxxxxxxx>
Cc: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Ruleset Development - improvements
From: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 4 Dec 2001 19:11:41 +0000 (GMT)

On Tue, 4 Dec 2001, Petr Baudis wrote:

> Well, the granary was the easiest example, I would be interested in way 
> how you would do this with, say, City Walls or Coinage much more :).

Coinage: replace test for "B_CAPITAL" building with test for 
"Prod_To_Gold" effect.

City Walls: not so sure, since I don't really understand code like

  if (could_build_improvement(pcity, B_CITY))
/* && !built_elsewhere(pcity, B_WALL))      was counterproductive -- Syela 
*/
    values[B_CITY] = 40; /* WAG */

...but I'd have thought some kind of loop over nearby units, weighting in 
their attack strength, the defence strength of units in the city, and the 
various "Unit_Defend" effects from available buildings would do the trick. 
(This would have the benefit that it would work equally well for Coastal 
Defense, Great Wall, SAM Battery and SDI Defense, which all use the 
"Unit_Defend" effect.)

> > 3. Reveal cities that have "global" effects (in the same way that global 
> >    wonders are currently revealed)
> Those buildings should be _forced_ to be WoW probably. Or just all improvs
> with global effects will be WoW. however I don't see the difference between
> WoW and that improvement.

        The difference is that WoWs can only be built by one civ, and they 
show up in the various report dialogs. Although perhaps it would be easier 
to remove the ruleset distinction between "buildings" and "wonders" 
entirely; this would ease the introduction of CivIII-style "mini-wonders" 
for example.

> However some effects aren't global to whole world, but still may apply 
> to more civs.

        Example? I can't see any way of specifying such behaviour with 
the current buildings.ruleset.

> Or just to one continent, but you may not know about some cities they 
> are on same continent, may you?

        An additional problem/feature is that you (the client) may think 
that you control two islands, but (because of unexplored land connecting 
the two land areas) they are actually just one island. The server knows 
this, of course, and thus the effect of a continent-specific improvement 
will be different for the server and client.

        Ben
-- 
ben@xxxxxxxxxxxxxxxxxxxxxx           http://bellatrix.pcl.ox.ac.uk/~ben/
"Ice formed on the butler's upper slopes."
        - 'Pigs Have Wings (1952), ch. 5, pt. i', P.G. Wodehouse




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